forked from bartvdbraak/blender
23f54076db
It works similar to getActionFrame(), you have to give a layer or not (for layer 0) as the argument and it returns the name of the animation that the object is currently playing. Example: ``` import bge own = bge.logic.getCurrentController().owner own.playAction("SomeAction",0,20) print(own.getActionName()) ``` >> SomeAction Here is an example file, just open the blend file with the terminal opened and press P, you can see how the current animation is being printed: {F217484} Reviewers: moguri, hg1, panzergame, campbellbarton Reviewed By: panzergame Subscribers: campbellbarton, hg1, #game_engine Projects: #game_engine Differential Revision: https://developer.blender.org/D1443
183 lines
4.1 KiB
C++
183 lines
4.1 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_ActionManager.cpp
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* \ingroup ketsji
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*/
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#include "BL_Action.h"
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#include "BL_ActionManager.h"
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#include "DNA_ID.h"
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#define IS_TAGGED(_id) ((_id) && (((ID *)_id)->flag & LIB_DOIT))
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BL_ActionManager::BL_ActionManager(class KX_GameObject *obj):
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m_obj(obj),
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m_prevUpdate(-1.0f)
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{
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}
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BL_ActionManager::~BL_ActionManager()
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{
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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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BL_Action *action = GetAction(layer);
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return action ? action->GetFrame() : 0.f;
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}
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const char *BL_ActionManager::GetActionName(short layer)
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{
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BL_Action *action = GetAction(layer);
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return action ? action->GetName() : "";
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}
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void BL_ActionManager::SetActionFrame(short layer, float frame)
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{
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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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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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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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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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float start,
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float end,
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short layer,
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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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// 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 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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BL_Action *action = GetAction(layer);
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if (action) action->Stop();
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}
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void BL_ActionManager::RemoveTaggedActions()
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{
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for (BL_ActionMap::iterator it = m_layers.begin(); it != m_layers.end();) {
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if (IS_TAGGED(it->second->GetAction())) {
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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;
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}
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}
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bool BL_ActionManager::IsActionDone(short layer)
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{
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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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if (m_prevUpdate == curtime)
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return;
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m_prevUpdate = curtime;
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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 (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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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 (!it->second->IsDone())
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it->second->UpdateIPOs();
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}
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}
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