BGE Animations: Various compatibility fixes:

* Blendin for Loop End works even after a negative pulse. Flipper could still use some work in this area.
  * Continuous works a lot better.
  * BL_Action::SetFrame() should work a little smoother.
This commit is contained in:
Mitchell Stokes 2011-08-08 04:28:30 +00:00
parent a8096ef0ac
commit 8883702f8a
7 changed files with 86 additions and 21 deletions

@ -139,6 +139,7 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
{
bool bNegativeEvent = false;
bool bPositiveEvent = false;
bool use_continue = false;
KX_GameObject *obj = (KX_GameObject*)GetParent();
short play_mode = BL_Action::ACT_MODE_PLAY;
float start = m_startframe, end = m_endframe;
@ -172,6 +173,10 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
play_mode = BL_Action::ACT_MODE_PLAY;
start = end = prop->GetNumber();
}
// Continue only really makes sense for play stop. All other modes go until they are complete.
if (m_flag & ACT_FLAG_CONTINUE && m_playtype == ACT_ACTION_LOOP_STOP)
use_continue = true;
// Handle events
@ -184,14 +189,10 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
if (bPositiveEvent)
{
if (m_playtype != ACT_ACTION_PINGPONG && m_flag & ACT_FLAG_ACTIVE && m_flag & ACT_FLAG_CONTINUE)
start = m_localtime = obj->GetActionFrame(m_layer);
if (obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, m_blendin, play_mode, m_layer_weight, m_ipo_flags))
{
m_flag |= ACT_FLAG_ACTIVE;
if (m_playtype != ACT_ACTION_PINGPONG && m_flag & ACT_FLAG_CONTINUE)
if (use_continue)
obj->SetActionFrame(m_layer, m_localtime);
if (m_playtype == ACT_ACTION_PLAY)
@ -217,6 +218,8 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
if (m_playtype == ACT_ACTION_LOOP_STOP)
{
m_localtime = obj->GetActionFrame(m_layer);
if (m_localtime < min(m_startframe, m_endframe) || m_localtime > max(m_startframe, m_endframe))
m_localtime = m_startframe;
obj->StopAction(m_layer); // Stop the action after getting the frame
// We're done
@ -226,9 +229,7 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
else if (m_playtype == ACT_ACTION_LOOP_END || m_playtype == ACT_ACTION_PINGPONG)
{
// Convert into a play and let it finish
start = obj->GetActionFrame(m_layer);
obj->StopAction(m_layer);
obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, 0, BL_Action::ACT_MODE_PLAY, m_layer_weight, m_ipo_flags);
obj->SetPlayMode(m_layer, BL_Action::ACT_MODE_PLAY);
m_flag |= ACT_FLAG_PLAY_END;
@ -240,7 +241,6 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
// Convert into a play action and play back to the beginning
end = start;
start = obj->GetActionFrame(m_layer);
obj->StopAction(m_layer);
obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, 0, BL_Action::ACT_MODE_PLAY, m_layer_weight, m_ipo_flags);
m_flag |= ACT_FLAG_PLAY_END;

@ -67,7 +67,8 @@ BL_Action::BL_Action(class KX_GameObject* gameobj)
m_priority(0),
m_playmode(0),
m_ipo_flags(0),
m_done(true)
m_done(true),
m_calc_localtime(true)
{
if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
{
@ -215,24 +216,25 @@ float BL_Action::GetFrame()
void BL_Action::SetFrame(float frame)
{
float dt;
// 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);
// We don't set m_localtime directly since it's recalculated
// in the next update. So, we modify the value (m_starttime)
// used to calculate m_localtime the next time SetLocalTime() is called.
m_localtime = frame;
m_calc_localtime = false;
}
dt = frame-m_startframe;
void BL_Action::SetPlayMode(short play_mode)
{
m_playmode = play_mode;
}
if (m_endframe < m_startframe)
dt = -dt;
m_starttime -= dt / (KX_KetsjiEngine::GetAnimFrameRate()*m_speed);
void BL_Action::SetTimes(float start, float end)
{
m_startframe = start;
m_endframe = end;
}
void BL_Action::SetLocalTime(float curtime)
@ -245,6 +247,16 @@ void BL_Action::SetLocalTime(float curtime)
m_localtime = m_startframe + dt;
}
void BL_Action::ResetStartTime(float curtime)
{
float dt = m_localtime - m_startframe;
m_starttime = curtime - dt / (KX_KetsjiEngine::GetAnimFrameRate()*m_speed);
printf("Before: %f, ", m_localtime);
SetLocalTime(curtime);
printf("After: %f\n", m_localtime);
}
void BL_Action::IncrementBlending(float curtime)
{
// Setup m_blendstart if we need to
@ -285,7 +297,14 @@ void BL_Action::Update(float curtime)
return;
curtime -= KX_KetsjiEngine::GetSuspendedDelta();
SetLocalTime(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))

@ -71,9 +71,11 @@ private:
short m_ipo_flags;
bool m_done;
bool m_calc_localtime;
void InitIPO();
void SetLocalTime(float curtime);
void ResetStartTime(float curtime);
void IncrementBlending(float curtime);
void BlendShape(struct Key* key, float srcweight, std::vector<float>& blendshape);
public:
@ -111,6 +113,8 @@ public:
// Mutators
void SetFrame(float frame);
void SetPlayMode(short play_mode);
void SetTimes(float start, float end);
enum
{

@ -63,6 +63,18 @@ struct bAction *BL_ActionManager::GetCurrentAction(short layer)
return 0;
}
void BL_ActionManager::SetPlayMode(short layer, short mode)
{
if (m_layers[layer])
m_layers[layer]->SetPlayMode(mode);
}
void BL_ActionManager::SetTimes(short layer, float start, float end)
{
if (m_layers[layer])
m_layers[layer]->SetTimes(start, end);
}
bool BL_ActionManager::PlayAction(const char* name,
float start,
float end,

@ -70,6 +70,16 @@ public:
*/
struct bAction *GetCurrentAction(short layer);
/**
* Sets play mode of the action on the given layer
*/
void SetPlayMode(short layer, short mode);
/**
* Sets the start and end times of the action on the given layer
*/
void SetTimes(short layer, float start, float end);
/**
* Stop playing the action on the given layer
*/

@ -404,6 +404,16 @@ bAction *KX_GameObject::GetCurrentAction(short layer)
return GetActionManager()->GetCurrentAction(layer);
}
void KX_GameObject::SetPlayMode(short layer, short mode)
{
GetActionManager()->SetPlayMode(layer, mode);
}
void KX_GameObject::SetTimes(short layer, float start, float end)
{
GetActionManager()->SetTimes(layer, start, end);
}
void KX_GameObject::ProcessReplica()
{
SCA_IObject::ProcessReplica();

@ -238,6 +238,16 @@ public:
*/
bAction *GetCurrentAction(short layer);
/**
* Sets play mode of the action on the given layer
*/
void SetPlayMode(short layer, short mode);
/**
* Sets the start and end times of the action on the given layer
*/
void SetTimes(short layer, float start, float end);
/**
* Stop playing the action on the given layer
*/