forked from bartvdbraak/blender
BGE: Dynamically-allocated action layers
This patch removes the limitations on the number of action layers in the BGE. BL_ActionManager currently uses a fixed array to keep track of the action layers. This patch replaces the fixed array with a map which allows for dynamic allocation of action layers. Layers (map items) are automatically removed on BL_ActionManager's update function. The maximum number of layers is roughly the value of a short. Backwards functionality is maintained and there are no changes to the Python API. Task Discussion: https://developer.blender.org/T39572 Author: Kevin Ednalino Reviewers: moguri Differential Revision: https://developer.blender.org/D491
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@ -661,7 +661,7 @@ static void rna_def_action_actuator(BlenderRNA *brna)
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RNA_def_property_update(prop, NC_LOGIC, NULL);
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prop = RNA_def_property(srna, "layer", PROP_INT, PROP_NONE);
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RNA_def_property_range(prop, 0, 7); /* This should match BL_ActionManager::MAX_ACTION_LAYERS - 1 */
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RNA_def_property_range(prop, 0, 32766); /* This should match BL_ActionManager::MAX_ACTION_LAYERS - 1 */
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RNA_def_property_ui_text(prop, "Layer", "The animation layer to play the action on");
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RNA_def_property_update(prop, NC_LOGIC, NULL);
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@ -35,6 +35,7 @@
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#include "BL_ArmatureObject.h"
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#include "BL_SkinDeformer.h"
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#include "BL_Action.h"
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#include "BL_ActionManager.h"
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#include "KX_GameObject.h"
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#include "STR_HashedString.h"
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#include "MEM_guardedalloc.h"
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@ -536,7 +537,7 @@ PyAttributeDef BL_ActionActuator::Attributes[] = {
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KX_PYATTRIBUTE_RW_FUNCTION("action", BL_ActionActuator, pyattr_get_action, pyattr_set_action),
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KX_PYATTRIBUTE_RO_FUNCTION("channelNames", BL_ActionActuator, pyattr_get_channel_names),
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KX_PYATTRIBUTE_SHORT_RW("priority", 0, 100, false, BL_ActionActuator, m_priority),
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KX_PYATTRIBUTE_SHORT_RW("layer", 0, 7, true, BL_ActionActuator, m_layer),
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KX_PYATTRIBUTE_SHORT_RW("layer", 0, MAX_ACTION_LAYERS-1, true, BL_ActionActuator, m_layer),
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KX_PYATTRIBUTE_FLOAT_RW("layerWeight", 0, 1.0, BL_ActionActuator, m_layer_weight),
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KX_PYATTRIBUTE_RW_FUNCTION("frame", BL_ActionActuator, pyattr_get_frame, pyattr_set_frame),
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KX_PYATTRIBUTE_STRING_RW("propName", 0, MAX_PROP_NAME, false, BL_ActionActuator, m_propname),
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@ -24,44 +24,72 @@
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* \ingroup ketsji
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*/
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#include "BL_ActionManager.h"
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#include "BL_Action.h"
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#include "BL_ActionManager.h"
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BL_ActionManager::BL_ActionManager(class KX_GameObject *obj)
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BL_ActionManager::BL_ActionManager(class KX_GameObject *obj):
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m_obj(obj)
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{
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for (int i=0; i<MAX_ACTION_LAYERS; ++i)
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m_layers[i] = new BL_Action(obj);
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}
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BL_ActionManager::~BL_ActionManager()
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{
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for (int i=0; i<MAX_ACTION_LAYERS; ++i)
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delete m_layers[i];
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BL_ActionMap::iterator it;
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for (it = m_layers.begin(); it != m_layers.end(); it++)
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delete it->second;
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m_layers.clear();
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}
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BL_Action *BL_ActionManager::GetAction(short layer)
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{
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BL_ActionMap::iterator it = m_layers.find(layer);
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return (it != m_layers.end()) ? it->second : 0;
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}
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BL_Action* BL_ActionManager::AddAction(short layer)
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{
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BL_Action *action = new BL_Action(m_obj);
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m_layers[layer] = action;
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return action;
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}
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float BL_ActionManager::GetActionFrame(short layer)
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{
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return m_layers[layer]->GetFrame();
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BL_Action *action = GetAction(layer);
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return action ? action->GetFrame() : 0.f;
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}
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void BL_ActionManager::SetActionFrame(short layer, float frame)
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{
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m_layers[layer]->SetFrame(frame);
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BL_Action *action = GetAction(layer);
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if (action) action->SetFrame(frame);
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}
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struct bAction *BL_ActionManager::GetCurrentAction(short layer)
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{
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return m_layers[layer]->GetAction();
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BL_Action *action = GetAction(layer);
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return action ? action->GetAction() : 0;
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}
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void BL_ActionManager::SetPlayMode(short layer, short mode)
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{
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m_layers[layer]->SetPlayMode(mode);
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BL_Action *action = GetAction(layer);
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if (action) action->SetPlayMode(mode);
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}
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void BL_ActionManager::SetTimes(short layer, float start, float end)
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{
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m_layers[layer]->SetTimes(start, end);
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BL_Action *action = GetAction(layer);
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if (action) action->SetTimes(start, end);
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}
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bool BL_ActionManager::PlayAction(const char* name,
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@ -76,40 +104,53 @@ bool BL_ActionManager::PlayAction(const char* name,
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float playback_speed,
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short blend_mode)
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{
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// Only this method will create layer if non-existent
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BL_Action *action = GetAction(layer);
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if (!action)
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action = AddAction(layer);
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// Disable layer blending on the first layer
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if (layer == 0) layer_weight = -1.f;
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return m_layers[layer]->Play(name, start, end, priority, blendin, play_mode, layer_weight, ipo_flags, playback_speed, blend_mode);
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return action->Play(name, start, end, priority, blendin, play_mode, layer_weight, ipo_flags, playback_speed, blend_mode);
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}
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void BL_ActionManager::StopAction(short layer)
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{
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m_layers[layer]->Stop();
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BL_Action *action = GetAction(layer);
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if (action) action->Stop();
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}
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bool BL_ActionManager::IsActionDone(short layer)
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{
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return m_layers[layer]->IsDone();
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BL_Action *action = GetAction(layer);
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return action ? action->IsDone() : true;
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}
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void BL_ActionManager::Update(float curtime)
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{
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for (int i=0; i<MAX_ACTION_LAYERS; ++i)
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BL_ActionMap::iterator it;
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for (it = m_layers.begin(); it != m_layers.end(); )
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{
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if (!m_layers[i]->IsDone())
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{
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m_layers[i]->Update(curtime);
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if (it->second->IsDone()) {
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delete it->second;
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m_layers.erase(it++);
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}
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else {
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it->second->Update(curtime);
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++it;
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}
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}
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}
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void BL_ActionManager::UpdateIPOs()
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{
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for (int i=0; i<MAX_ACTION_LAYERS; ++i)
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BL_ActionMap::iterator it;
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for (it = m_layers.begin(); it != m_layers.end(); ++it)
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{
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if (!m_layers[i]->IsDone())
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{
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m_layers[i]->UpdateIPOs();
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}
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if (!it->second->IsDone())
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it->second->UpdateIPOs();
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}
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}
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@ -31,7 +31,12 @@
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#include "MEM_guardedalloc.h"
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#endif
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#define MAX_ACTION_LAYERS 8
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#include <map>
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// Currently, we use the max value of a short.
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// We should switch to unsigned short; doesn't make sense to support negative layers.
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// This will also give us 64k layers instead of 32k.
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#define MAX_ACTION_LAYERS 32767
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class BL_Action;
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@ -41,7 +46,20 @@ class BL_Action;
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class BL_ActionManager
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{
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private:
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BL_Action* m_layers[MAX_ACTION_LAYERS];
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typedef std::map<short,BL_Action*> BL_ActionMap;
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class KX_GameObject* m_obj;
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BL_ActionMap m_layers;
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/**
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* Check if an action exists
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*/
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BL_Action* GetAction(short layer);
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/**
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* Add new action with given layer
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*/
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BL_Action* AddAction(short layer);
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public:
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BL_ActionManager(class KX_GameObject* obj);
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