blender/source/gameengine/Ketsji/BL_Action.cpp

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/*
* ***** 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 <cstdlib>
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#include <stdio.h>
#include "BL_Action.h"
#include "BL_ArmatureObject.h"
#include "BL_DeformableGameObject.h"
#include "BL_ShapeDeformer.h"
#include "KX_IpoConvert.h"
#include "KX_GameObject.h"
BGE: Cleaning up the BGE's physics code and removing KX_IPhysicsController and KX_BulletPhysicsController. Instead, we just use PHY_IPhysicsController, which removes a lot of duplicate code. This is a squashed commit of the following: BGE Physics Cleanup: Fix crashes with LibLoading and replication. Also fixing some memory leaks. BGE Physics Cleanup: Removing KX_IPhysicsController and KX_BulletPhysicsController. BGE Physics Cleanup: Moving the replication code outside of KX_BlenderBulletController and switching KX_ConvertPhysicsObjects to create a CcdPhysicsController instead of a KX_BlenderBulletController. BGE Physics Cleanup: Getting rid of an unsued KX_BulletPhysicsController.h include in KX_Scene.cpp. BGE Physics Cleanup: Removing unused KX_IPhysicsController and KX_BulletPhysicsController includes. BGE Physics Cleanup: Removing m_pPhysicsController1 and GetPhysicsController1() from KX_GameObject. BGE Physics Cleanup: Remove SetRigidBody() from KX_IPhysicsController and remove GetName() from CcdPhysicsController. BGE Physics Cleanup: Moving Add/RemoveCompoundChild() from KX_IPhysicsController to PHY_IPhysicsController. BGE Physics Cleanup: Removing GetLocalInertia() from KX_IPhysicsController. BGE Physics Cleanup: Making BlenderBulletCharacterController derive from PHY_ICharacter and removing CharacterWrapper from CcdPhysicsEnvironment.cpp. Also removing the character functions from KX_IPhysicsController. BGE Physics Cleanup: Removing GetOrientation(), SetOrientation(), SetPosition(), SetScaling(), and GetRadius() from KX_IPhysicsController. BGE Physics Cleanup: Removing GetReactionForce() since all implementations returned (0, 0, 0). The Python interface for KX_GameObject still has reaction force code, but it still also returns (0, 0, 0). This can probably be removed as well, but removing it can break scripts, so I'll leave it for now. BGE Physics Cleanup: Removing Get/SetLinVelocityMin() and Get/SetLinVelocityMax() from KX_IPhysicsController. BGE Physics Cleanup: Removing SetMargin(), RelativeTranslate(), and RelativeRotate() from KX_IPhysicsController. BGE Physics Cleanup: Using constant references for function arguments in PHY_IPhysicsController where appropriate. BGE Physics Cleanup: Removing ApplyImpulse() from KX_IPhysicsController. BGE Physics Cleanup: Removing ResolveCombinedVelocities() from KX_IPhysicsController. BGE Physics Cleanup: Accidently removed a return when cleaning up KX_GameObject::PyGetVelocity(). BGE Physics Cleanup: Remove GetLinearVelocity(), GetAngularVelocity() and GetVelocity() from KX_IPhysicsController. The corresponding PHY_IPhysicsController functions now also take Moto types instead of scalars to match the KX_IPhysicsController interface. BGE Physics Cleanup: Moving SuspendDynamics, RestoreDynamics, SetMass, GetMass, and SetTransform from KX_IPhysicsController to PHY_IPhysicsController. BGE Physics Cleanup: PHY_IPhysicsEnvironment and derived classes now use the same naming scheme as PHY_IController. BGE Physics Cleanup: PHY_IMotionState and derived classes now use the same naming convention as PHY_IController. BGE Phsyics Cleanup: Making PHY_IController and its derived classes follow a consistent naming scheme for member functions. They now all start with capital letters (e.g., setWorldOrientation becomes SetWorldOrientation). BGE Physics Cleanup: Getting rid of KX_GameObject::SuspendDynamics() and KX_GameObject::RestoreDynamics(). Instead, use the functions from the physics controller. BGE: Some first steps in trying to cleanup the KX_IPhysicsController mess. KX_GameObject now has a GetPhysicsController() and a GetPhysicsController1(). The former returns a PHY_IPhysicsController* while the latter returns a KX_IPhysicsController. The goal is to get everything using GetPhysicsController() instead of GetPhysicsController1().
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#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"
}
#include "MEM_guardedalloc.h"
#include "BKE_library.h"
#include "BKE_global.h"
BL_Action::BL_Action(class KX_GameObject* gameobj)
:
m_action(NULL),
m_tmpaction(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_blendpose)
BKE_pose_free(m_blendpose);
if (m_blendinpose)
BKE_pose_free(m_blendinpose);
ClearControllerList();
if (m_tmpaction) {
BKE_libblock_free(G.main, m_tmpaction);
m_tmpaction = NULL;
}
}
void BL_Action::ClearControllerList()
{
// Clear out the controller list
std::vector<SG_Controller*>::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;
// Keep a copy of the action for threading purposes
if (m_tmpaction) {
BKE_libblock_free(G.main, m_tmpaction);
m_tmpaction = NULL;
}
m_tmpaction = BKE_action_copy(m_action);
// 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->GetPose(&m_blendinpose);
}
else
{
BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj;
BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(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;
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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<SG_Controller*>::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<float>& blendshape)
{
vector<float>::const_iterator it;
float dstweight;
KeyBlock *kb;
dstweight = 1.0F - srcweight;
//printf("Dst: %f\tSrc: %f\n", srcweight, dstweight);
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for (it=blendshape.begin(), kb = (KeyBlock *)key->block.first;
kb && it != blendshape.end();
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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;
if (m_layer_weight >= 0)
obj->GetPose(&m_blendpose);
// Extract the pose from the action
obj->SetPoseByAction(m_tmpaction, m_localtime);
// Handle blending between armature actions
if (m_blendin && m_blendframe<m_blendin)
{
IncrementBlending(curtime);
// Calculate weight
float weight = 1.f - (m_blendframe/m_blendin);
// Blend the poses
obj->BlendInPose(m_blendinpose, weight, ACT_BLEND_BLEND);
}
// Handle layer blending
if (m_layer_weight >= 0)
obj->BlendInPose(m_blendpose, m_layer_weight, m_blendmode);
obj->UpdateTimestep(curtime);
}
else
{
BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj;
BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(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_tmpaction, 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;
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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);
}
}
// This isn't thread-safe, so we move it into it's own function for now
//m_obj->UpdateIPO(m_localtime, m_ipo_flags & ACT_IPOFLAG_CHILD);
if (m_done)
ClearControllerList();
}
void BL_Action::UpdateIPOs()
{
if (!m_done)
m_obj->UpdateIPO(m_localtime, m_ipo_flags & ACT_IPOFLAG_CHILD);
}