forked from bartvdbraak/blender
448 lines
11 KiB
C++
448 lines
11 KiB
C++
/*
|
|
* ***** 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>
|
|
|
|
#include "BL_Action.h"
|
|
#include "BL_ArmatureObject.h"
|
|
#include "BL_DeformableGameObject.h"
|
|
#include "BL_ShapeDeformer.h"
|
|
#include "KX_IpoConvert.h"
|
|
#include "KX_GameObject.h"
|
|
|
|
// These three are for getting the action from the logic manager
|
|
#include "KX_Scene.h"
|
|
#include "KX_PythonInit.h"
|
|
#include "SCA_LogicManager.h"
|
|
|
|
extern "C" {
|
|
#include "BKE_animsys.h"
|
|
#include "BKE_action.h"
|
|
#include "RNA_access.h"
|
|
#include "RNA_define.h"
|
|
}
|
|
|
|
BL_Action::BL_Action(class KX_GameObject* gameobj)
|
|
:
|
|
m_action(NULL),
|
|
m_pose(NULL),
|
|
m_blendpose(NULL),
|
|
m_blendinpose(NULL),
|
|
m_ptrrna(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(0),
|
|
m_ipo_flags(0),
|
|
m_done(true),
|
|
m_calc_localtime(true)
|
|
{
|
|
if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
|
|
{
|
|
BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj;
|
|
|
|
m_ptrrna = new PointerRNA();
|
|
RNA_id_pointer_create(&obj->GetArmatureObject()->id, m_ptrrna);
|
|
}
|
|
else
|
|
{
|
|
BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj;
|
|
BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());
|
|
|
|
if (shape_deformer)
|
|
{
|
|
m_ptrrna = new PointerRNA();
|
|
RNA_id_pointer_create(&shape_deformer->GetKey()->id, m_ptrrna);
|
|
}
|
|
}
|
|
}
|
|
|
|
BL_Action::~BL_Action()
|
|
{
|
|
if (m_pose)
|
|
game_free_pose(m_pose);
|
|
if (m_blendpose)
|
|
game_free_pose(m_blendpose);
|
|
if (m_blendinpose)
|
|
game_free_pose(m_blendinpose);
|
|
if (m_ptrrna)
|
|
delete m_ptrrna;
|
|
ClearControllerList();
|
|
}
|
|
|
|
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)
|
|
{
|
|
|
|
// Only start playing a new action if we're done, or if
|
|
// the new action has a higher priority
|
|
if (priority != 0 && !IsDone() && priority >= m_priority)
|
|
return false;
|
|
m_priority = priority;
|
|
bAction* prev_action = m_action;
|
|
|
|
// First try to load the action
|
|
m_action = (bAction*)KX_GetActiveScene()->GetLogicManager()->GetActionByName(name);
|
|
if (!m_action)
|
|
{
|
|
printf("Failed to load action: %s\n", name);
|
|
m_done = true;
|
|
return false;
|
|
}
|
|
|
|
if (prev_action != m_action)
|
|
{
|
|
// First get rid of any old controllers
|
|
ClearControllerList();
|
|
|
|
// Create an SG_Controller
|
|
SG_Controller *sg_contr = BL_CreateIPO(m_action, m_obj, KX_GetActiveScene()->GetSceneConverter());
|
|
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, KX_GetActiveScene()->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, KX_GetActiveScene()->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->GetMRDPose(&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;
|
|
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 = KX_GetActiveEngine()->GetFrameTime();
|
|
m_startframe = m_localtime = start;
|
|
m_endframe = end;
|
|
m_blendin = blendin;
|
|
m_playmode = play_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);
|
|
for (it=blendshape.begin(), kb = (KeyBlock*)key->block.first;
|
|
kb && it != blendshape.end();
|
|
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();
|
|
|
|
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;
|
|
obj->GetPose(&m_pose);
|
|
|
|
// Extract the pose from the action
|
|
{
|
|
Object *arm = obj->GetArmatureObject();
|
|
bPose *temp = arm->pose;
|
|
|
|
arm->pose = m_pose;
|
|
animsys_evaluate_action(m_ptrrna, m_action, NULL, m_localtime);
|
|
|
|
arm->pose = temp;
|
|
}
|
|
|
|
// 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
|
|
game_blend_poses(m_pose, m_blendinpose, weight);
|
|
}
|
|
|
|
|
|
// Handle layer blending
|
|
if (m_layer_weight >= 0)
|
|
{
|
|
obj->GetMRDPose(&m_blendpose);
|
|
game_blend_poses(m_pose, m_blendpose, m_layer_weight);
|
|
}
|
|
|
|
obj->SetPose(m_pose);
|
|
|
|
obj->SetActiveAction(NULL, 0, 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();
|
|
|
|
|
|
animsys_evaluate_action(m_ptrrna, m_action, 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;
|
|
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);
|
|
}
|
|
|
|
m_obj->UpdateIPO(m_localtime, m_ipo_flags & ACT_IPOFLAG_CHILD);
|
|
}
|
|
}
|