blender/source/gameengine/Ketsji/BL_ActionManager.cpp
Porteries Tristan 728d1ec504 BGE: Fix T46381 : last action frame not updated.
It fix T46381. Normally BL_Action::Update (manage action time, end, loop…) should be called the same number of times as BL_Action::UpdateIPO (update action position, scale ect… in the game object).
But the bug report shows that UpdateIPO is called one less time than Update. To fix it i revert the commit 362b25b38287cb75e4d22b30bdbc7f47e8eb3fdf and implement a mutex in BL_Action::Update.
Example file : {F245823}

Reviewers: lordloki, kupoman, campbellbarton, youle, moguri, sybren

Reviewed By: youle, moguri, sybren

Maniphest Tasks: T39928, T46381

Differential Revision: https://developer.blender.org/D1562
2015-10-19 16:03:40 +02:00

165 lines
3.7 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_ActionManager.cpp
* \ingroup ketsji
*/
#include "BL_Action.h"
#include "BL_ActionManager.h"
#include "DNA_ID.h"
#define IS_TAGGED(_id) ((_id) && (((ID *)_id)->flag & LIB_DOIT))
BL_ActionManager::BL_ActionManager(class KX_GameObject *obj):
m_obj(obj),
m_prevUpdate(-1.0f)
{
}
BL_ActionManager::~BL_ActionManager()
{
BL_ActionMap::iterator it;
for (it = m_layers.begin(); it != m_layers.end(); it++)
delete it->second;
m_layers.clear();
}
BL_Action *BL_ActionManager::GetAction(short layer)
{
BL_ActionMap::iterator it = m_layers.find(layer);
return (it != m_layers.end()) ? it->second : 0;
}
float BL_ActionManager::GetActionFrame(short layer)
{
BL_Action *action = GetAction(layer);
return action ? action->GetFrame() : 0.f;
}
const char *BL_ActionManager::GetActionName(short layer)
{
BL_Action *action = GetAction(layer);
return action ? action->GetName() : "";
}
void BL_ActionManager::SetActionFrame(short layer, float frame)
{
BL_Action *action = GetAction(layer);
if (action) action->SetFrame(frame);
}
struct bAction *BL_ActionManager::GetCurrentAction(short layer)
{
BL_Action *action = GetAction(layer);
return action ? action->GetAction() : 0;
}
void BL_ActionManager::SetPlayMode(short layer, short mode)
{
BL_Action *action = GetAction(layer);
if (action) action->SetPlayMode(mode);
}
void BL_ActionManager::SetTimes(short layer, float start, float end)
{
BL_Action *action = GetAction(layer);
if (action) action->SetTimes(start, end);
}
bool BL_ActionManager::PlayAction(const char* name,
float start,
float end,
short layer,
short priority,
float blendin,
short play_mode,
float layer_weight,
short ipo_flags,
float playback_speed,
short blend_mode)
{
// Only this method will create layer if non-existent
BL_Action *action = GetAction(layer);
if (!action) {
action = new BL_Action(m_obj);
m_layers[layer] = action;
}
// Disable layer blending on the first layer
if (layer == 0) layer_weight = -1.f;
return action->Play(name, start, end, priority, blendin, play_mode, layer_weight, ipo_flags, playback_speed, blend_mode);
}
void BL_ActionManager::StopAction(short layer)
{
BL_Action *action = GetAction(layer);
if (action) {
m_layers.erase(layer);
delete action;
}
}
void BL_ActionManager::RemoveTaggedActions()
{
for (BL_ActionMap::iterator it = m_layers.begin(); it != m_layers.end();) {
if (IS_TAGGED(it->second->GetAction())) {
delete it->second;
m_layers.erase(it++);
}
else
++it;
}
}
bool BL_ActionManager::IsActionDone(short layer)
{
BL_Action *action = GetAction(layer);
return action ? action->IsDone() : true;
}
void BL_ActionManager::Update(float curtime)
{
if (m_prevUpdate == curtime)
return;
m_prevUpdate = curtime;
BL_ActionMap::iterator it;
for (it = m_layers.begin(); it != m_layers.end(); ++it)
{
if (!it->second->IsDone()) {
it->second->Update(curtime);
}
}
}