BGE Animations: Adding the ipo flag options to the action actuator. This still needs more testing.

This commit is contained in:
Mitchell Stokes 2011-06-16 01:18:52 +00:00
parent 49f7a4d8f8
commit c02006bc2b
11 changed files with 105 additions and 16 deletions

@ -3677,12 +3677,22 @@ static void draw_actuator_action(uiLayout *layout, PointerRNA *ptr)
{
Object *ob = (Object *)ptr->id.data;
PointerRNA settings_ptr;
uiLayout *row;
uiLayout *row, *subrow, *col;;
RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr);
row= uiLayoutRow(layout, 0);
uiItemR(row, ptr, "play_mode", 0, "", ICON_NONE);
subrow= uiLayoutRow(row, 1);
uiItemR(subrow, ptr, "use_force", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
uiItemR(subrow, ptr, "use_additive", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
col = uiLayoutColumn(subrow, 0);
uiLayoutSetActive(col, (RNA_boolean_get(ptr, "use_additive") || RNA_boolean_get(ptr, "use_force")));
uiItemR(col, ptr, "use_local", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
row= uiLayoutRow(layout, 0);
uiItemR(row, ptr, "action", 0, "", ICON_NONE);
uiItemR(row, ptr, "use_continue_last_frame", 0, NULL, ICON_NONE);
@ -3695,6 +3705,8 @@ static void draw_actuator_action(uiLayout *layout, PointerRNA *ptr)
uiItemR(row, ptr, "frame_end", 0, NULL, ICON_NONE);
}
uiItemR(row, ptr, "apply_to_children", 0, NULL, ICON_NONE);
row= uiLayoutRow(layout, 0);
uiItemR(row, ptr, "frame_blend_in", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "priority", 0, NULL, ICON_NONE);

@ -353,6 +353,29 @@ static void rna_FcurveActuator_force_set(struct PointerRNA *ptr, int value)
ia->flag &= ~ACT_IPOFORCE;
}
static void rna_ActionActuator_add_set(struct PointerRNA *ptr, int value)
{
bActuator *act = (bActuator *)ptr->data;
bActionActuator *aa = act->data;
if(value == 1){
aa->flag &= ~ACT_IPOFORCE;
aa->flag |= ACT_IPOADD;
}else
aa->flag &= ~ACT_IPOADD;
}
static void rna_ActionActuator_force_set(struct PointerRNA *ptr, int value)
{
bActuator *act = (bActuator *)ptr->data;
bActionActuator *aa = act->data;
if(value == 1){
aa->flag &= ~ACT_IPOADD;
aa->flag |= ACT_IPOFORCE;
}else
aa->flag &= ~ACT_IPOFORCE;
}
static void rna_ObjectActuator_type_set(struct PointerRNA *ptr, int value)
{
@ -626,6 +649,29 @@ static void rna_def_action_actuator(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Frame Property", "Assign the action's current frame number to this property");
RNA_def_property_update(prop, NC_LOGIC, NULL);
/* booleans */
prop= RNA_def_property(srna, "use_additive", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", ACT_IPOADD);
RNA_def_property_boolean_funcs(prop, NULL, "rna_ActionActuator_add_set");
RNA_def_property_ui_text(prop, "Add", "Action is added to the current loc/rot/scale in global or local coordinate according to Local flag");
RNA_def_property_update(prop, NC_LOGIC, NULL);
prop= RNA_def_property(srna, "use_force", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", ACT_IPOFORCE);
RNA_def_property_boolean_funcs(prop, NULL, "rna_ActionActuator_force_set");
RNA_def_property_ui_text(prop, "Force", "Apply Action as a global or local force depending on the local option (dynamic objects only)");
RNA_def_property_update(prop, NC_LOGIC, NULL);
prop= RNA_def_property(srna, "use_local", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", ACT_IPOLOCAL);
RNA_def_property_ui_text(prop, "L", "Let the Action act in local coordinates, used in Force and Add mode");
RNA_def_property_update(prop, NC_LOGIC, NULL);
prop= RNA_def_property(srna, "apply_to_children", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", ACT_IPOCHILD);
RNA_def_property_ui_text(prop, "Child", "Update Action on all children Objects as well");
RNA_def_property_update(prop, NC_LOGIC, NULL);
#ifdef __NLA_ACTION_BY_MOTION_ACTUATOR
prop= RNA_def_property(srna, "stride_length", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "stridelength");

@ -180,7 +180,7 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
if (!m_is_going && bPositiveEvent)
{
m_is_going = true;
obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_blendin, play_mode);
obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_blendin, play_mode, 0, m_ipo_flags);
if (m_end_reset)
obj->SetActionFrame(m_layer, m_localtime);
}

@ -53,6 +53,7 @@ public:
short blendin,
short priority,
short layer,
short ipo_flags,
short end_reset,
float stride)
: SCA_IActuator(gameobj, KX_ACT_ACTION),
@ -71,6 +72,7 @@ public:
m_playtype(playtype),
m_priority(priority),
m_layer(layer),
m_ipo_flags(ipo_flags),
m_end_reset(end_reset),
m_is_going(false),
m_pose(NULL),
@ -166,6 +168,7 @@ protected:
short m_playtype;
short m_priority;
short m_layer;
short m_ipo_flags;
bool m_end_reset;
bool m_is_going;
struct bPose* m_pose;

@ -95,6 +95,7 @@
#include "BL_ActionActuator.h"
#include "BL_ShapeActionActuator.h"
#include "BL_ArmatureActuator.h"
#include "BL_Action.h"
/* end of blender include block */
#include "BL_BlenderDataConversion.h"
@ -196,6 +197,14 @@ void BL_ConvertActuators(char* maggiename,
STR_String propname = (actact->name ? actact->name : "");
STR_String propframe = (actact->frameProp ? actact->frameProp : "");
short ipo_flags = 0;
// Convert flags
if (actact->flag & ACT_IPOFORCE) ipo_flags |= BL_Action::ACT_IPOFLAG_FORCE;
if (actact->flag & ACT_IPOLOCAL) ipo_flags |= BL_Action::ACT_IPOFLAG_LOCAL;
if (actact->flag & ACT_IPOADD) ipo_flags |= BL_Action::ACT_IPOFLAG_ADD;
if (actact->flag & ACT_IPOCHILD) ipo_flags |= BL_Action::ACT_IPOFLAG_CHILD;
BL_ActionActuator* tmpbaseact = new BL_ActionActuator(
gameobj,
propname,
@ -207,6 +216,7 @@ void BL_ConvertActuators(char* maggiename,
actact->blendin,
actact->priority,
actact->layer,
ipo_flags,
actact->end_reset,
actact->stridelength
// Ketsji at 1, because zero is reserved for "NoDef"

@ -58,6 +58,7 @@ BL_Action::BL_Action(class KX_GameObject* gameobj)
m_blendframe(0.f),
m_blendstart(0.f),
m_speed(0.f),
m_ipo_flags(0),
m_pose(NULL),
m_blendpose(NULL),
m_sg_contr(NULL),
@ -85,6 +86,7 @@ void BL_Action::Play(const char* name,
float blendin,
short play_mode,
short blend_mode,
short ipo_flags,
float playback_speed)
{
bAction* prev_action = m_action;
@ -105,9 +107,11 @@ void BL_Action::Play(const char* name,
m_sg_contr = BL_CreateIPO(m_action, m_obj, KX_GetActiveScene()->GetSceneConverter());
m_obj->GetSGNode()->AddSGController(m_sg_contr);
m_sg_contr->SetObject(m_obj->GetSGNode());
InitIPO();
}
m_ipo_flags = ipo_flags;
InitIPO();
// Now that we have an action, we have something we can play
m_starttime = KX_GetActiveEngine()->GetFrameTime();
m_startframe = m_localtime = start;
@ -131,9 +135,9 @@ void BL_Action::InitIPO()
{
// Initialize the IPO
m_sg_contr->SetOption(SG_Controller::SG_CONTR_IPO_RESET, true);
m_sg_contr->SetOption(SG_Controller::SG_CONTR_IPO_IPO_AS_FORCE, false);
m_sg_contr->SetOption(SG_Controller::SG_CONTR_IPO_IPO_ADD, false);
m_sg_contr->SetOption(SG_Controller::SG_CONTR_IPO_LOCAL, false);
m_sg_contr->SetOption(SG_Controller::SG_CONTR_IPO_IPO_AS_FORCE, m_ipo_flags & ACT_IPOFLAG_FORCE);
m_sg_contr->SetOption(SG_Controller::SG_CONTR_IPO_IPO_ADD, m_ipo_flags & ACT_IPOFLAG_ADD);
m_sg_contr->SetOption(SG_Controller::SG_CONTR_IPO_LOCAL, m_ipo_flags & ACT_IPOFLAG_LOCAL);
}
float BL_Action::GetFrame()
@ -259,8 +263,6 @@ void BL_Action::Update(float curtime)
else
{
InitIPO();
m_sg_contr->SetSimulatedTime(m_localtime);
m_obj->GetSGNode()->UpdateWorldData(m_localtime);
m_obj->UpdateTransform();
m_obj->UpdateIPO(m_localtime, m_ipo_flags & ACT_IPOFLAG_CHILD);
}
}

@ -59,6 +59,8 @@ private:
short m_playmode;
short m_blendmode;
short m_ipo_flags;
bool m_done;
void InitIPO();
@ -73,6 +75,7 @@ public:
float blendin,
short play_mode,
short blend_mode,
short ipo_flags,
float playback_speed);
void Stop();
bool IsDone() {return m_done;}
@ -99,6 +102,14 @@ public:
ACT_BLEND_MAX,
};
enum
{
ACT_IPOFLAG_FORCE = 1,
ACT_IPOFLAG_LOCAL = 2,
ACT_IPOFLAG_ADD = 4,
ACT_IPOFLAG_CHILD = 8,
};
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_Action"); }

@ -63,6 +63,7 @@ void BL_ActionManager::PlayAction(const char* name,
float blendin,
short play_mode,
short blend_mode,
short ipo_flags,
float playback_speed)
{
// Remove a currently running action on this layer if there is one
@ -70,7 +71,7 @@ void BL_ActionManager::PlayAction(const char* name,
StopAction(layer);
// Create a new action
m_layers[layer]->Play(name, start, end, blendin, play_mode, blend_mode, playback_speed);
m_layers[layer]->Play(name, start, end, blendin, play_mode, blend_mode, ipo_flags, playback_speed);
}
void BL_ActionManager::StopAction(short layer)

@ -49,6 +49,7 @@ public:
float blendin=0.f,
short play_mode=0,
short blend_mode=0,
short ipo_flags=0,
float playback_speed=1.f);
float GetActionFrame(short layer);

@ -367,9 +367,10 @@ void KX_GameObject::PlayAction(const char* name,
float blendin,
short play_mode,
short blend_mode,
short ipo_flags,
float playback_speed)
{
GetActionManager()->PlayAction(name, start, end, layer, blendin, play_mode, blend_mode, playback_speed);
GetActionManager()->PlayAction(name, start, end, layer, blendin, play_mode, blend_mode, ipo_flags, playback_speed);
}
void KX_GameObject::StopAction(short layer)
@ -3033,18 +3034,19 @@ KX_PYMETHODDEF_DOC_VARARGS(KX_GameObject, sendMessage,
}
KX_PYMETHODDEF_DOC(KX_GameObject, playAction,
"playAction(name, start_frame, end_frame, layer=0, blendin=0, play_mode=ACT_MODE_PLAY, blend_mode=ACT_BLEND_NONE, speed=1.0)\n"
"playAction(name, start_frame, end_frame, layer=0, blendin=0, play_mode=ACT_MODE_PLAY, blend_mode=ACT_BLEND_NONE, ipo_flags=0, speed=1.0)\n"
"plays an action\n")
{
const char* name;
float start, end, blendin=0.f, speed=1.f;
short layer=0;
short ipo_flags=0;
short play_mode=0, blend_mode=0;
static const char *kwlist[] = {"name", "start_frame", "end_frame", "layer", "blendin", "play_mode", "blend_mode", "speed", NULL};
static const char *kwlist[] = {"name", "start_frame", "end_frame", "layer", "blendin", "play_mode", "blend_mode", "ipo_flags", "speed", NULL};
if (!PyArg_ParseTupleAndKeywords(args, kwds, "sff|hfhhf", const_cast<char**>(kwlist),
&name, &start, &end, &layer, &blendin, &play_mode, &blend_mode, &speed))
if (!PyArg_ParseTupleAndKeywords(args, kwds, "sff|hfhhhf", const_cast<char**>(kwlist),
&name, &start, &end, &layer, &blendin, &play_mode, &blend_mode, &ipo_flags, &speed))
return NULL;
if (layer < 0 || layer > MAX_ACTION_LAYERS)
@ -3065,7 +3067,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, playAction,
blend_mode = BL_Action::ACT_BLEND_NONE;
}
PlayAction(name, start, end, layer, blendin, play_mode, blend_mode, speed);
PlayAction(name, start, end, layer, blendin, play_mode, blend_mode, ipo_flags, speed);
Py_RETURN_NONE;
}

@ -218,6 +218,7 @@ public:
float blendin=0.f,
short play_mode=0,
short blend_mode=0,
short ipo_flags=0,
float playback_speed=1.f);
/**