BGE: allow action blending by bringing back blend_poses() as game_blend_poses, the new animation system doesnt use it but doesnt have a replacement function so it can be kept for the BGE only.

This commit is contained in:
Campbell Barton 2009-06-19 16:27:01 +00:00
parent 6c139156cf
commit c3b8db4833
4 changed files with 76 additions and 71 deletions

@ -137,7 +137,7 @@ void framechange_poses_clear_unkeyed(void);
void what_does_obaction(struct Scene *scene, struct Object *ob, struct Object *workob, struct bPose *pose, struct bAction *act, char groupname[], float cframe);
/* exported for game engine */
void blend_poses(struct bPose *dst, struct bPose *src, float srcweight, short mode);
void game_blend_poses(struct bPose *dst, struct bPose *src, float srcweight/*, short mode*/); /* was blend_poses */
void extract_pose_from_pose(struct bPose *pose, const struct bPose *src);
/* for proxy */

@ -581,6 +581,77 @@ void game_copy_pose(bPose **dst, bPose *src)
*dst=out;
}
/* Only allowed for Poses with identical channels */
void game_blend_poses(bPose *dst, bPose *src, float srcweight/*, short mode*/)
{
short mode= ACTSTRIPMODE_BLEND;
bPoseChannel *dchan;
const bPoseChannel *schan;
bConstraint *dcon, *scon;
float dstweight;
int i;
switch (mode){
case ACTSTRIPMODE_BLEND:
dstweight = 1.0F - srcweight;
break;
case ACTSTRIPMODE_ADD:
dstweight = 1.0F;
break;
default :
dstweight = 1.0F;
}
schan= src->chanbase.first;
for (dchan = dst->chanbase.first; dchan; dchan=dchan->next, schan= schan->next){
if (schan->flag & (POSE_ROT|POSE_LOC|POSE_SIZE)) {
/* replaced quat->matrix->quat conversion with decent quaternion interpol (ton) */
/* Do the transformation blend */
if (schan->flag & POSE_ROT) {
/* quat interpolation done separate */
if (schan->rotmode == PCHAN_ROT_QUAT) {
float dquat[4], squat[4];
QUATCOPY(dquat, dchan->quat);
QUATCOPY(squat, schan->quat);
if (mode==ACTSTRIPMODE_BLEND)
QuatInterpol(dchan->quat, dquat, squat, srcweight);
else {
QuatMulFac(squat, srcweight);
QuatMul(dchan->quat, dquat, squat);
}
NormalQuat(dchan->quat);
}
}
for (i=0; i<3; i++) {
/* blending for loc and scale are pretty self-explanatory... */
if (schan->flag & POSE_LOC)
dchan->loc[i] = (dchan->loc[i]*dstweight) + (schan->loc[i]*srcweight);
if (schan->flag & POSE_SIZE)
dchan->size[i] = 1.0f + ((dchan->size[i]-1.0f)*dstweight) + ((schan->size[i]-1.0f)*srcweight);
/* euler-rotation interpolation done here instead... */
// FIXME: are these results decent?
if ((schan->flag & POSE_ROT) && (schan->rotmode))
dchan->eul[i] = (dchan->eul[i]*dstweight) + (schan->eul[i]*srcweight);
}
dchan->flag |= schan->flag;
}
for(dcon= dchan->constraints.first, scon= schan->constraints.first; dcon && scon; dcon= dcon->next, scon= scon->next) {
/* no 'add' option for constraint blending */
dcon->enforce= dcon->enforce*(1.0f-srcweight) + scon->enforce*srcweight;
}
}
/* this pose is now in src time */
dst->ctime= src->ctime;
}
void game_free_pose(bPose *pose)
{
if (pose) {
@ -1039,75 +1110,6 @@ static void blend_pose_offset_bone(bActionStrip *strip, bPose *dst, bPose *src,
VecAddf(dst->cyclic_offset, dst->cyclic_offset, src->cyclic_offset);
}
/* Only allowed for Poses with identical channels */
void blend_poses(bPose *dst, bPose *src, float srcweight, short mode)
{
bPoseChannel *dchan;
const bPoseChannel *schan;
bConstraint *dcon, *scon;
float dstweight;
int i;
switch (mode){
case ACTSTRIPMODE_BLEND:
dstweight = 1.0F - srcweight;
break;
case ACTSTRIPMODE_ADD:
dstweight = 1.0F;
break;
default :
dstweight = 1.0F;
}
schan= src->chanbase.first;
for (dchan = dst->chanbase.first; dchan; dchan=dchan->next, schan= schan->next){
if (schan->flag & (POSE_ROT|POSE_LOC|POSE_SIZE)) {
/* replaced quat->matrix->quat conversion with decent quaternion interpol (ton) */
/* Do the transformation blend */
if (schan->flag & POSE_ROT) {
/* quat interpolation done separate */
if (schan->rotmode == PCHAN_ROT_QUAT) {
float dquat[4], squat[4];
QUATCOPY(dquat, dchan->quat);
QUATCOPY(squat, schan->quat);
if (mode==ACTSTRIPMODE_BLEND)
QuatInterpol(dchan->quat, dquat, squat, srcweight);
else {
QuatMulFac(squat, srcweight);
QuatMul(dchan->quat, dquat, squat);
}
NormalQuat(dchan->quat);
}
}
for (i=0; i<3; i++) {
/* blending for loc and scale are pretty self-explanatory... */
if (schan->flag & POSE_LOC)
dchan->loc[i] = (dchan->loc[i]*dstweight) + (schan->loc[i]*srcweight);
if (schan->flag & POSE_SIZE)
dchan->size[i] = 1.0f + ((dchan->size[i]-1.0f)*dstweight) + ((schan->size[i]-1.0f)*srcweight);
/* euler-rotation interpolation done here instead... */
// FIXME: are these results decent?
if ((schan->flag & POSE_ROT) && (schan->rotmode))
dchan->eul[i] = (dchan->eul[i]*dstweight) + (schan->eul[i]*srcweight);
}
dchan->flag |= schan->flag;
}
for(dcon= dchan->constraints.first, scon= schan->constraints.first; dcon && scon; dcon= dcon->next, scon= scon->next) {
/* no 'add' option for constraint blending */
dcon->enforce= dcon->enforce*(1.0f-srcweight) + scon->enforce*srcweight;
}
}
/* this pose is now in src time */
dst->ctime= src->ctime;
}
typedef struct NlaIpoChannel {
struct NlaIpoChannel *next, *prev;
float val;

@ -409,7 +409,7 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
/* Find percentages */
newweight = (m_blendframe/(float)m_blendin);
// XXX blend_poses(m_pose, m_blendpose, 1.0 - newweight, ACTSTRIPMODE_BLEND);
game_blend_poses(m_pose, m_blendpose, 1.0 - newweight);
/* Increment current blending percentage */
m_blendframe = (curtime - m_blendstart)*KX_KetsjiEngine::GetAnimFrameRate();

@ -43,6 +43,9 @@ float BL_ScalarInterpolator::GetValue(float currentTime) const {
}
BL_InterpolatorList::BL_InterpolatorList(struct AnimData *adt) {
if(adt->action==NULL)
return;
for(FCurve *fcu= (FCurve *)adt->action->curves.first; fcu; fcu= (FCurve *)fcu->next) {
if(fcu->rna_path) {
BL_ScalarInterpolator *new_ipo = new BL_ScalarInterpolator(fcu);