forked from bartvdbraak/blender
564 lines
14 KiB
C++
564 lines
14 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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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file gameengine/Converter/BL_ShapeActionActuator.cpp
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* \ingroup bgeconv
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*/
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#include <cmath>
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#include "SCA_LogicManager.h"
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#include "BL_ShapeActionActuator.h"
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#include "BL_ShapeDeformer.h"
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#include "KX_GameObject.h"
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#include "STR_HashedString.h"
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#include "DNA_nla_types.h"
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#include "DNA_action_types.h"
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#include "DNA_anim_types.h"
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#include "DNA_scene_types.h"
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#include "BKE_action.h"
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#include "DNA_armature_types.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_math.h"
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#include "MT_Matrix4x4.h"
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#include "FloatValue.h"
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#include "PyObjectPlus.h"
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extern "C" {
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#include "BKE_animsys.h"
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#include "BKE_key.h"
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#include "RNA_access.h"
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}
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BL_ShapeActionActuator::BL_ShapeActionActuator(SCA_IObject* gameobj,
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const STR_String& propname,
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const STR_String& framepropname,
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float starttime,
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float endtime,
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struct bAction *action,
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short playtype,
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short blendin,
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short priority,
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float stride)
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: SCA_IActuator(gameobj, KX_ACT_SHAPEACTION),
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m_lastpos(0, 0, 0),
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m_blendframe(0),
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m_flag(0),
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m_startframe (starttime),
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m_endframe(endtime) ,
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m_starttime(0),
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m_localtime(starttime),
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m_lastUpdate(-1),
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m_blendin(blendin),
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m_blendstart(0),
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m_stridelength(stride),
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m_playtype(playtype),
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m_priority(priority),
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m_action(action),
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m_framepropname(framepropname),
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m_propname(propname)
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{
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m_idptr = new PointerRNA();
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BL_DeformableGameObject *obj = (BL_DeformableGameObject*)GetParent();
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BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());
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RNA_id_pointer_create(&shape_deformer->GetKey()->id, m_idptr);
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};
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BL_ShapeActionActuator::~BL_ShapeActionActuator()
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{
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if (m_idptr)
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delete m_idptr;
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}
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void BL_ShapeActionActuator::ProcessReplica()
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{
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SCA_IActuator::ProcessReplica();
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m_localtime=m_startframe;
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m_lastUpdate=-1;
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}
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void BL_ShapeActionActuator::SetBlendTime (float newtime)
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{
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m_blendframe = newtime;
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}
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CValue* BL_ShapeActionActuator::GetReplica()
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{
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BL_ShapeActionActuator* replica = new BL_ShapeActionActuator(*this);//m_float,GetName());
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replica->ProcessReplica();
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return replica;
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}
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bool BL_ShapeActionActuator::ClampLocalTime()
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{
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if (m_startframe < m_endframe) {
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if (m_localtime < m_startframe)
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{
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m_localtime = m_startframe;
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return true;
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}
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else if (m_localtime > m_endframe)
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{
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m_localtime = m_endframe;
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return true;
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}
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} else {
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if (m_localtime > m_startframe)
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{
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m_localtime = m_startframe;
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return true;
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}
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else if (m_localtime < m_endframe)
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{
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m_localtime = m_endframe;
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return true;
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}
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}
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return false;
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}
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void BL_ShapeActionActuator::SetStartTime(float curtime)
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{
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float direction = m_startframe < m_endframe ? 1.0 : -1.0;
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if (!(m_flag & ACT_FLAG_REVERSE))
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m_starttime = curtime - direction*(m_localtime - m_startframe)/KX_KetsjiEngine::GetAnimFrameRate();
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else
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m_starttime = curtime - direction*(m_endframe - m_localtime)/KX_KetsjiEngine::GetAnimFrameRate();
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}
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void BL_ShapeActionActuator::SetLocalTime(float curtime)
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{
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float delta_time = (curtime - m_starttime)*KX_KetsjiEngine::GetAnimFrameRate();
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if (m_endframe < m_startframe)
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delta_time = -delta_time;
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if (!(m_flag & ACT_FLAG_REVERSE))
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m_localtime = m_startframe + delta_time;
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else
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m_localtime = m_endframe - delta_time;
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}
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void BL_ShapeActionActuator::BlendShape(Key* key, float srcweight)
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{
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vector<float>::const_iterator it;
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float dstweight;
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KeyBlock *kb;
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dstweight = 1.0F - srcweight;
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for (it=m_blendshape.begin(), kb = (KeyBlock*)key->block.first;
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kb && it != m_blendshape.end();
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kb = (KeyBlock*)kb->next, it++)
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{
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kb->curval = kb->curval * dstweight + (*it) * srcweight;
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}
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}
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bool BL_ShapeActionActuator::Update(double curtime, bool frame)
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{
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bool bNegativeEvent = false;
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bool bPositiveEvent = false;
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bool keepgoing = true;
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bool wrap = false;
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bool apply=true;
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int priority;
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float newweight;
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curtime -= KX_KetsjiEngine::GetSuspendedDelta();
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// result = true if animation has to be continued, false if animation stops
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// maybe there are events for us in the queue !
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if (frame)
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{
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bNegativeEvent = m_negevent;
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bPositiveEvent = m_posevent;
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RemoveAllEvents();
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if (bPositiveEvent)
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m_flag |= ACT_FLAG_ACTIVE;
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if (bNegativeEvent)
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{
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if (!(m_flag & ACT_FLAG_ACTIVE))
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return false;
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m_flag &= ~ACT_FLAG_ACTIVE;
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}
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}
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/* This action can only be attached to a deform object */
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BL_DeformableGameObject *obj = (BL_DeformableGameObject*)GetParent();
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float length = m_endframe - m_startframe;
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priority = m_priority;
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/* Determine pre-incrementation behavior and set appropriate flags */
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switch (m_playtype) {
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case ACT_ACTION_MOTION:
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if (bNegativeEvent) {
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keepgoing=false;
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apply=false;
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};
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break;
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case ACT_ACTION_FROM_PROP:
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if (bNegativeEvent) {
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apply=false;
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keepgoing=false;
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}
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break;
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case ACT_ACTION_LOOP_END:
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if (bPositiveEvent) {
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if (!(m_flag & ACT_FLAG_LOCKINPUT)) {
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m_flag &= ~ACT_FLAG_KEYUP;
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m_flag &= ~ACT_FLAG_REVERSE;
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m_flag |= ACT_FLAG_LOCKINPUT;
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m_localtime = m_startframe;
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m_starttime = curtime;
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}
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}
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if (bNegativeEvent) {
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m_flag |= ACT_FLAG_KEYUP;
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}
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break;
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case ACT_ACTION_LOOP_STOP:
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if (bPositiveEvent) {
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if (!(m_flag & ACT_FLAG_LOCKINPUT)) {
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m_flag &= ~ACT_FLAG_REVERSE;
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m_flag &= ~ACT_FLAG_KEYUP;
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m_flag |= ACT_FLAG_LOCKINPUT;
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SetStartTime(curtime);
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}
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}
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if (bNegativeEvent) {
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m_flag |= ACT_FLAG_KEYUP;
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m_flag &= ~ACT_FLAG_LOCKINPUT;
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keepgoing=false;
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apply=false;
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}
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break;
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case ACT_ACTION_PINGPONG:
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if (bPositiveEvent) {
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if (!(m_flag & ACT_FLAG_LOCKINPUT)) {
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m_flag &= ~ACT_FLAG_KEYUP;
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m_localtime = m_starttime;
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m_starttime = curtime;
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m_flag |= ACT_FLAG_LOCKINPUT;
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}
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}
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break;
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case ACT_ACTION_FLIPPER:
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if (bPositiveEvent) {
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if (!(m_flag & ACT_FLAG_LOCKINPUT)) {
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m_flag &= ~ACT_FLAG_REVERSE;
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m_flag |= ACT_FLAG_LOCKINPUT;
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SetStartTime(curtime);
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}
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}
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else if (bNegativeEvent) {
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m_flag |= ACT_FLAG_REVERSE;
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m_flag &= ~ACT_FLAG_LOCKINPUT;
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SetStartTime(curtime);
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}
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break;
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case ACT_ACTION_PLAY:
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if (bPositiveEvent) {
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if (!(m_flag & ACT_FLAG_LOCKINPUT)) {
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m_flag &= ~ACT_FLAG_REVERSE;
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m_localtime = m_starttime;
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m_starttime = curtime;
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m_flag |= ACT_FLAG_LOCKINPUT;
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}
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}
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break;
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default:
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break;
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}
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/* Perform increment */
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if (keepgoing) {
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if (m_playtype == ACT_ACTION_MOTION) {
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MT_Point3 newpos;
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MT_Point3 deltapos;
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newpos = obj->NodeGetWorldPosition();
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/* Find displacement */
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deltapos = newpos-m_lastpos;
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m_localtime += (length/m_stridelength) * deltapos.length();
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m_lastpos = newpos;
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}
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else {
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SetLocalTime(curtime);
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}
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}
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/* Check if a wrapping response is needed */
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if (length) {
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if (m_localtime < m_startframe || m_localtime > m_endframe)
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{
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m_localtime = m_startframe + fmod(m_localtime, length);
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wrap = true;
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}
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}
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else
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m_localtime = m_startframe;
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/* Perform post-increment tasks */
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switch (m_playtype) {
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case ACT_ACTION_FROM_PROP:
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{
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CValue* propval = GetParent()->GetProperty(m_propname);
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if (propval)
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m_localtime = propval->GetNumber();
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if (bNegativeEvent) {
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keepgoing=false;
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}
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}
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break;
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case ACT_ACTION_MOTION:
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break;
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case ACT_ACTION_LOOP_STOP:
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break;
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case ACT_ACTION_PINGPONG:
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if (wrap) {
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if (!(m_flag & ACT_FLAG_REVERSE))
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m_localtime = m_endframe;
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else
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m_localtime = m_startframe;
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m_flag &= ~ACT_FLAG_LOCKINPUT;
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m_flag ^= ACT_FLAG_REVERSE; //flip direction
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keepgoing = false;
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}
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break;
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case ACT_ACTION_FLIPPER:
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if (wrap) {
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if (!(m_flag & ACT_FLAG_REVERSE)) {
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m_localtime=m_endframe;
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//keepgoing = false;
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}
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else {
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m_localtime=m_startframe;
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keepgoing = false;
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}
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}
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break;
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case ACT_ACTION_LOOP_END:
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if (wrap) {
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if (m_flag & ACT_FLAG_KEYUP) {
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keepgoing = false;
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m_localtime = m_endframe;
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m_flag &= ~ACT_FLAG_LOCKINPUT;
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}
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SetStartTime(curtime);
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}
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break;
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case ACT_ACTION_PLAY:
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if (wrap) {
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m_localtime = m_endframe;
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keepgoing = false;
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m_flag &= ~ACT_FLAG_LOCKINPUT;
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}
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break;
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default:
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keepgoing = false;
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break;
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}
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/* Set the property if its defined */
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if (m_framepropname[0] != '\0') {
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CValue* propowner = GetParent();
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CValue* oldprop = propowner->GetProperty(m_framepropname);
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CValue* newval = new CFloatValue(m_localtime);
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if (oldprop) {
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oldprop->SetValue(newval);
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} else {
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propowner->SetProperty(m_framepropname, newval);
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}
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newval->Release();
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}
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if (bNegativeEvent)
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m_blendframe=0.0f;
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/* Apply the pose if necessary*/
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if (apply) {
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/* Priority test */
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if (obj->SetActiveAction(this, priority, curtime)) {
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BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());
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Key *key = NULL;
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if (shape_deformer)
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key = shape_deformer->GetKey();
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if (!key) {
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// this could happen if the mesh was changed in the middle of an action
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// and the new mesh has no key, stop the action
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keepgoing = false;
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}
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else {
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ListBase tchanbase= {NULL, NULL};
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if (m_blendin && m_blendframe==0.0f) {
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// this is the start of the blending, remember the startup shape
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obj->GetShape(m_blendshape);
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m_blendstart = curtime;
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}
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KeyBlock *kb;
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// We go through and clear out the keyblocks so there isn't any interference
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// from other shape actions
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for (kb=(KeyBlock*)key->block.first; kb; kb=(KeyBlock*)kb->next)
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kb->curval = 0.f;
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animsys_evaluate_action(m_idptr, m_action, NULL, m_localtime);
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// XXX - in 2.5 theres no way to do this. possibly not that important to support - Campbell
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if (0) { // XXX !execute_ipochannels(&tchanbase)) {
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// no update, this is possible if action does not match the keys, stop the action
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keepgoing = false;
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}
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else {
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// the key have changed, apply blending if needed
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if (m_blendin && (m_blendframe<m_blendin)) {
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newweight = (m_blendframe/(float)m_blendin);
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BlendShape(key, 1.0f - newweight);
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/* Increment current blending percentage */
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m_blendframe = (curtime - m_blendstart)*KX_KetsjiEngine::GetAnimFrameRate();
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if (m_blendframe>m_blendin)
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m_blendframe = m_blendin;
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}
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m_lastUpdate = m_localtime;
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}
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BLI_freelistN(&tchanbase);
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}
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}
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else {
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m_blendframe = 0.0f;
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}
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}
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if (!keepgoing) {
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m_blendframe = 0.0f;
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}
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return keepgoing;
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};
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#ifdef WITH_PYTHON
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/* ------------------------------------------------------------------------- */
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/* Python functions */
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/* ------------------------------------------------------------------------- */
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/* Integration hooks ------------------------------------------------------- */
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PyTypeObject BL_ShapeActionActuator::Type = {
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PyVarObject_HEAD_INIT(NULL, 0)
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"BL_ShapeActionActuator",
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sizeof(PyObjectPlus_Proxy),
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0,
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py_base_dealloc,
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0,
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0,
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0,
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0,
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py_base_repr,
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0,0,0,0,0,0,0,0,0,
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Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
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0,0,0,0,0,0,0,
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Methods,
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0,
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0,
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&SCA_IActuator::Type,
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0,0,0,0,0,0,
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py_base_new
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};
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PyMethodDef BL_ShapeActionActuator::Methods[] = {
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{NULL,NULL} //Sentinel
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};
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PyAttributeDef BL_ShapeActionActuator::Attributes[] = {
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KX_PYATTRIBUTE_FLOAT_RW("frameStart", 0, MAXFRAMEF, BL_ShapeActionActuator, m_startframe),
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KX_PYATTRIBUTE_FLOAT_RW("frameEnd", 0, MAXFRAMEF, BL_ShapeActionActuator, m_endframe),
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KX_PYATTRIBUTE_FLOAT_RW("blendIn", 0, MAXFRAMEF, BL_ShapeActionActuator, m_blendin),
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KX_PYATTRIBUTE_RW_FUNCTION("action", BL_ShapeActionActuator, pyattr_get_action, pyattr_set_action),
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KX_PYATTRIBUTE_SHORT_RW("priority", 0, 100, false, BL_ShapeActionActuator, m_priority),
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KX_PYATTRIBUTE_FLOAT_RW_CHECK("frame", 0, MAXFRAMEF, BL_ShapeActionActuator, m_localtime, CheckFrame),
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KX_PYATTRIBUTE_STRING_RW("propName", 0, MAX_PROP_NAME, false, BL_ShapeActionActuator, m_propname),
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KX_PYATTRIBUTE_STRING_RW("framePropName", 0, MAX_PROP_NAME, false, BL_ShapeActionActuator, m_framepropname),
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KX_PYATTRIBUTE_FLOAT_RW_CHECK("blendTime", 0, MAXFRAMEF, BL_ShapeActionActuator, m_blendframe, CheckBlendTime),
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KX_PYATTRIBUTE_SHORT_RW_CHECK("mode",0,100,false,BL_ShapeActionActuator,m_playtype,CheckType),
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{ NULL } //Sentinel
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};
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PyObject* BL_ShapeActionActuator::pyattr_get_action(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
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{
|
|
BL_ShapeActionActuator* self= static_cast<BL_ShapeActionActuator*>(self_v);
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return PyUnicode_FromString(self->GetAction() ? self->GetAction()->id.name+2 : "");
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}
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int BL_ShapeActionActuator::pyattr_set_action(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
BL_ShapeActionActuator* self= static_cast<BL_ShapeActionActuator*>(self_v);
|
|
/* exact copy of BL_ActionActuator's function from here down */
|
|
if (!PyUnicode_Check(value))
|
|
{
|
|
PyErr_SetString(PyExc_ValueError, "actuator.action = val: Shape Action Actuator, expected the string name of the action");
|
|
return PY_SET_ATTR_FAIL;
|
|
}
|
|
|
|
bAction *action= NULL;
|
|
STR_String val = _PyUnicode_AsString(value);
|
|
|
|
if (val != "")
|
|
{
|
|
action= (bAction*)SCA_ILogicBrick::m_sCurrentLogicManager->GetActionByName(val);
|
|
if (action==NULL)
|
|
{
|
|
PyErr_SetString(PyExc_ValueError, "actuator.action = val: Shape Action Actuator, action not found!");
|
|
return PY_SET_ATTR_FAIL;
|
|
}
|
|
}
|
|
|
|
self->SetAction(action);
|
|
return PY_SET_ATTR_SUCCESS;
|
|
|
|
}
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|
|
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#endif // WITH_PYTHON
|