BGE Animations: Removing unused code and adding some more comments.

This commit is contained in:
Mitchell Stokes 2011-07-07 03:53:24 +00:00
parent d00a3c8ddf
commit 0eacdc94ba
7 changed files with 61 additions and 381 deletions

@ -135,59 +135,6 @@ CValue* BL_ActionActuator::GetReplica() {
return replica;
}
#if 0
bool BL_ActionActuator::ClampLocalTime()
{
if (m_startframe < m_endframe)
{
if (m_localtime < m_startframe)
{
m_localtime = m_startframe;
return true;
}
else if (m_localtime > m_endframe)
{
m_localtime = m_endframe;
return true;
}
} else {
if (m_localtime > m_startframe)
{
m_localtime = m_startframe;
return true;
}
else if (m_localtime < m_endframe)
{
m_localtime = m_endframe;
return true;
}
}
return false;
}
void BL_ActionActuator::SetStartTime(float curtime)
{
float direction = m_startframe < m_endframe ? 1.0 : -1.0;
if (!(m_flag & ACT_FLAG_REVERSE))
m_starttime = curtime - direction*(m_localtime - m_startframe)/KX_KetsjiEngine::GetAnimFrameRate();
else
m_starttime = curtime - direction*(m_endframe - m_localtime)/KX_KetsjiEngine::GetAnimFrameRate();
}
void BL_ActionActuator::SetLocalTime(float curtime)
{
float delta_time = (curtime - m_starttime)*KX_KetsjiEngine::GetAnimFrameRate();
if (m_endframe < m_startframe)
delta_time = -delta_time;
if (!(m_flag & ACT_FLAG_REVERSE))
m_localtime = m_startframe + delta_time;
else
m_localtime = m_endframe - delta_time;
}
#endif
bool BL_ActionActuator::Update(double curtime, bool frame)
{
bool bNegativeEvent = false;
@ -309,314 +256,6 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
return true;
}
#if 0 // Kept around as reference for now
bool BL_ActionActuator::Update(double curtime, bool frame)
{
bool bNegativeEvent = false;
bool bPositiveEvent = false;
bool keepgoing = true;
bool wrap = false;
bool apply=true;
int priority;
float newweight;
curtime -= KX_KetsjiEngine::GetSuspendedDelta();
// result = true if animation has to be continued, false if animation stops
// maybe there are events for us in the queue !
if (frame)
{
bNegativeEvent = m_negevent;
bPositiveEvent = m_posevent;
RemoveAllEvents();
if (bPositiveEvent)
m_flag |= ACT_FLAG_ACTIVE;
if (bNegativeEvent)
{
// dont continue where we left off when restarting
if (m_end_reset) {
m_flag &= ~ACT_FLAG_LOCKINPUT;
}
if (!(m_flag & ACT_FLAG_ACTIVE))
return false;
m_flag &= ~ACT_FLAG_ACTIVE;
}
}
/* We know that action actuators have been discarded from all non armature objects:
if we're being called, we're attached to a BL_ArmatureObject */
BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent();
float length = m_endframe - m_startframe;
priority = m_priority;
/* Determine pre-incrementation behaviour and set appropriate flags */
switch (m_playtype){
case ACT_ACTION_MOTION:
if (bNegativeEvent){
keepgoing=false;
apply=false;
};
break;
case ACT_ACTION_FROM_PROP:
if (bNegativeEvent){
apply=false;
keepgoing=false;
}
break;
case ACT_ACTION_LOOP_END:
if (bPositiveEvent){
if (!(m_flag & ACT_FLAG_LOCKINPUT)){
m_flag &= ~ACT_FLAG_KEYUP;
m_flag &= ~ACT_FLAG_REVERSE;
m_flag |= ACT_FLAG_LOCKINPUT;
m_localtime = m_startframe;
m_starttime = curtime;
}
}
if (bNegativeEvent){
m_flag |= ACT_FLAG_KEYUP;
}
break;
case ACT_ACTION_LOOP_STOP:
if (bPositiveEvent){
if (!(m_flag & ACT_FLAG_LOCKINPUT)){
m_flag &= ~ACT_FLAG_REVERSE;
m_flag &= ~ACT_FLAG_KEYUP;
m_flag |= ACT_FLAG_LOCKINPUT;
SetStartTime(curtime);
}
}
if (bNegativeEvent){
m_flag |= ACT_FLAG_KEYUP;
m_flag &= ~ACT_FLAG_LOCKINPUT;
keepgoing=false;
apply=false;
}
break;
case ACT_ACTION_PINGPONG:
if (bPositiveEvent){
if (!(m_flag & ACT_FLAG_LOCKINPUT)){
m_flag &= ~ACT_FLAG_KEYUP;
m_localtime = m_starttime;
m_starttime = curtime;
m_flag |= ACT_FLAG_LOCKINPUT;
}
}
break;
case ACT_ACTION_FLIPPER:
if (bPositiveEvent){
if (!(m_flag & ACT_FLAG_LOCKINPUT)){
m_flag &= ~ACT_FLAG_REVERSE;
m_flag |= ACT_FLAG_LOCKINPUT;
SetStartTime(curtime);
}
}
else if (bNegativeEvent){
m_flag |= ACT_FLAG_REVERSE;
m_flag &= ~ACT_FLAG_LOCKINPUT;
SetStartTime(curtime);
}
break;
case ACT_ACTION_PLAY:
if (bPositiveEvent){
if (!(m_flag & ACT_FLAG_LOCKINPUT)){
m_flag &= ~ACT_FLAG_REVERSE;
m_localtime = m_starttime;
m_starttime = curtime;
m_flag |= ACT_FLAG_LOCKINPUT;
}
}
break;
default:
break;
}
/* Perform increment */
if (keepgoing){
if (m_playtype == ACT_ACTION_MOTION){
MT_Point3 newpos;
MT_Point3 deltapos;
newpos = obj->NodeGetWorldPosition();
/* Find displacement */
deltapos = newpos-m_lastpos;
m_localtime += (length/m_stridelength) * deltapos.length();
m_lastpos = newpos;
}
else{
SetLocalTime(curtime);
}
}
/* Check if a wrapping response is needed */
if (length){
if (m_localtime < m_startframe || m_localtime > m_endframe)
{
m_localtime = m_startframe + fmod(m_localtime, length);
wrap = true;
}
}
else
m_localtime = m_startframe;
/* Perform post-increment tasks */
switch (m_playtype){
case ACT_ACTION_FROM_PROP:
{
CValue* propval = GetParent()->GetProperty(m_propname);
if (propval)
m_localtime = propval->GetNumber();
if (bNegativeEvent){
keepgoing=false;
}
}
break;
case ACT_ACTION_MOTION:
break;
case ACT_ACTION_LOOP_STOP:
break;
case ACT_ACTION_PINGPONG:
if (wrap){
if (!(m_flag & ACT_FLAG_REVERSE))
m_localtime = m_endframe;
else
m_localtime = m_startframe;
m_flag &= ~ACT_FLAG_LOCKINPUT;
m_flag ^= ACT_FLAG_REVERSE; //flip direction
keepgoing = false;
}
break;
case ACT_ACTION_FLIPPER:
if (wrap){
if (!(m_flag & ACT_FLAG_REVERSE)){
m_localtime=m_endframe;
//keepgoing = false;
}
else {
m_localtime=m_startframe;
keepgoing = false;
}
}
break;
case ACT_ACTION_LOOP_END:
if (wrap){
if (m_flag & ACT_FLAG_KEYUP){
keepgoing = false;
m_localtime = m_endframe;
m_flag &= ~ACT_FLAG_LOCKINPUT;
}
SetStartTime(curtime);
}
break;
case ACT_ACTION_PLAY:
if (wrap){
m_localtime = m_endframe;
keepgoing = false;
m_flag &= ~ACT_FLAG_LOCKINPUT;
}
break;
default:
keepgoing = false;
break;
}
/* Set the property if its defined */
if (m_framepropname[0] != '\0') {
CValue* propowner = GetParent();
CValue* oldprop = propowner->GetProperty(m_framepropname);
CValue* newval = new CFloatValue(m_localtime);
if (oldprop) {
oldprop->SetValue(newval);
} else {
propowner->SetProperty(m_framepropname, newval);
}
newval->Release();
}
if (bNegativeEvent)
m_blendframe=0.0;
/* Apply the pose if necessary*/
if (apply){
/* Priority test */
if (obj->SetActiveAction(this, priority, curtime)){
/* Get the underlying pose from the armature */
obj->GetPose(&m_pose);
// 2.4x function,
/* Override the necessary channels with ones from the action */
// XXX extract_pose_from_action(m_pose, m_action, m_localtime);
// 2.5x - replacement for extract_pose_from_action(...) above.
{
struct PointerRNA id_ptr;
Object *arm= obj->GetArmatureObject();
bPose *pose_back= arm->pose;
arm->pose= m_pose;
RNA_id_pointer_create((ID *)arm, &id_ptr);
animsys_evaluate_action(&id_ptr, m_action, NULL, m_localtime);
arm->pose= pose_back;
// 2.5x - could also do this but looks too high level, constraints use this, it works ok.
// Object workob; /* evaluate using workob */
// what_does_obaction(obj->GetArmatureObject(), &workob, m_pose, m_action, NULL, m_localtime);
}
// done getting the pose from the action
/* Perform the user override (if any) */
if (m_userpose){
extract_pose_from_pose(m_pose, m_userpose);
game_free_pose(m_userpose); //cant use MEM_freeN(m_userpose) because the channels need freeing too.
m_userpose = NULL;
}
#if 1
/* Handle blending */
if (m_blendin && (m_blendframe<m_blendin)){
/* If this is the start of a blending sequence... */
if ((m_blendframe==0.0) || (!m_blendpose)){
obj->GetMRDPose(&m_blendpose);
m_blendstart = curtime;
}
/* Find percentages */
newweight = (m_blendframe/(float)m_blendin);
game_blend_poses(m_pose, m_blendpose, 1.0 - newweight);
/* Increment current blending percentage */
m_blendframe = (curtime - m_blendstart)*KX_KetsjiEngine::GetAnimFrameRate();
if (m_blendframe>m_blendin)
m_blendframe = m_blendin;
}
#endif
m_lastUpdate = m_localtime;
obj->SetPose (m_pose);
}
else{
m_blendframe = 0.0;
}
}
if (!keepgoing){
m_blendframe = 0.0;
}
return keepgoing;
};
#endif
#ifdef WITH_PYTHON
/* ------------------------------------------------------------------------- */

@ -122,11 +122,6 @@ public:
#endif // WITH_PYTHON
protected:
//void SetStartTime(float curtime);
//void SetLocalTime(float curtime);
//bool ClampLocalTime();
MT_Point3 m_lastpos;
float m_blendframe;
int m_flag;
@ -156,6 +151,9 @@ protected:
STR_String m_framepropname;
};
// The first values are not used in BL_ActionActuator anymore,
// but BL_ShapeActionActuator still uses them, so we keep them around
// for now.
enum {
ACT_FLAG_REVERSE = 1<<0,
ACT_FLAG_LOCKINPUT = 1<<1,

@ -22,6 +22,10 @@
* ***** END GPL LICENSE BLOCK *****
*/
/** \file BL_Action.cpp
* \ingroup ketsji
*/
#include <cstdlib>
#include "BL_Action.h"

@ -21,6 +21,11 @@
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file BL_Action.h
* \ingroup ketsji
*/
#ifndef __BL_ACTION
#define __BL_ACTION
@ -75,6 +80,9 @@ public:
BL_Action(class KX_GameObject* gameobj);
~BL_Action();
/**
* Play an action
*/
bool Play(const char* name,
float start,
float end,
@ -84,8 +92,17 @@ public:
float layer_weight,
short ipo_flags,
float playback_speed);
/**
* Stop playing the action
*/
void Stop();
/**
* Whether or not the action is still playing
*/
bool IsDone();
/**
* Update the action's frame, etc.
*/
void Update(float curtime);
// Accessors

@ -17,16 +17,15 @@
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
* Contributor(s): Mitchell Stokes.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file BL_ActionManager.cpp
* \ingroup ketsji
*/
#include "BL_ActionManager.h"
BL_ActionManager::BL_ActionManager(class KX_GameObject *obj)

@ -17,15 +17,15 @@
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
* Contributor(s): Mitchell Stokes.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file BL_ActionManager.cpp
* \ingroup ketsji
*/
#ifndef __BL_ACTIONMANAGER
#define __BL_ACTIONMANAGER
@ -33,6 +33,9 @@
#define MAX_ACTION_LAYERS 4
/**
* BL_ActionManager is responsible for handling a KX_GameObject's actions.
*/
class BL_ActionManager
{
private:
@ -52,14 +55,34 @@ public:
float layer_weight=0.f,
short ipo_flags=0,
float playback_speed=1.f);
/**
* Gets the current frame of an action
*/
float GetActionFrame(short layer);
void SetActionFrame(short layer, float frame);
/**
* Sets the current frame of an action
*/
void SetActionFrame(short layer, float frame);
/**
* Gets the currently running action on the given layer
*/
struct bAction *GetCurrentAction(short layer);
/**
* Stop playing the action on the given layer
*/
void StopAction(short layer);
/**
* Check if an action has finished playing
*/
bool IsActionDone(short layer);
/**
* Update any running actions
*/
void Update(float);
#ifdef WITH_CXX_GUARDEDALLOC

@ -239,7 +239,7 @@ public:
bAction *GetCurrentAction(short layer);
/**
* Remove an action from the object's action manager
* Stop playing the action on the given layer
*/
void StopAction(short layer);