blender/source/gameengine/Ketsji/BL_ActionManager.cpp

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/*
* ***** 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"
BL_ActionManager::BL_ActionManager(class KX_GameObject *obj):
m_obj(obj)
{
}
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;
}
BL_Action* BL_ActionManager::AddAction(short layer)
{
BL_Action *action = new BL_Action(m_obj);
m_layers[layer] = action;
return action;
}
float BL_ActionManager::GetActionFrame(short layer)
{
BL_Action *action = GetAction(layer);
return action ? action->GetFrame() : 0.f;
}
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 = AddAction(layer);
// 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) action->Stop();
}
bool BL_ActionManager::IsActionDone(short layer)
{
BL_Action *action = GetAction(layer);
return action ? action->IsDone() : true;
}
void BL_ActionManager::Update(float curtime)
{
BL_ActionMap::iterator it;
for (it = m_layers.begin(); it != m_layers.end(); )
{
if (it->second->IsDone()) {
delete it->second;
m_layers.erase(it++);
}
else {
it->second->Update(curtime);
++it;
}
}
}
void BL_ActionManager::UpdateIPOs()
{
BL_ActionMap::iterator it;
for (it = m_layers.begin(); it != m_layers.end(); ++it)
{
if (!it->second->IsDone())
it->second->UpdateIPOs();
}
}