BGE Animations: Adding the concept of priority back. Priority is handled on a per layer basis.

This commit is contained in:
Mitchell Stokes 2011-06-23 22:12:49 +00:00
parent 0fbca841ef
commit f1a2d46aa0
7 changed files with 25 additions and 15 deletions

@ -184,7 +184,7 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
if (!m_is_going && bPositiveEvent) if (!m_is_going && bPositiveEvent)
{ {
m_is_going = true; m_is_going = true;
obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_blendin, play_mode, 0, m_ipo_flags); obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, m_blendin, play_mode, 0, m_ipo_flags);
if (m_end_reset) if (m_end_reset)
obj->SetActionFrame(m_layer, m_localtime); obj->SetActionFrame(m_layer, m_localtime);
} }
@ -204,7 +204,7 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
else if (m_playtype == ACT_ACTION_LOOP_END) else if (m_playtype == ACT_ACTION_LOOP_END)
{ {
// Convert into a play and let it finish // Convert into a play and let it finish
obj->PlayAction(m_action->id.name+2, start, end, m_layer, 0, BL_Action::ACT_MODE_PLAY, 0, m_ipo_flags); obj->PlayAction(m_action->id.name+2, start, end, m_layer, 0, 0, BL_Action::ACT_MODE_PLAY, 0, m_ipo_flags);
obj->SetActionFrame(m_layer, m_localtime); obj->SetActionFrame(m_layer, m_localtime);
return true; return true;

@ -60,6 +60,7 @@ BL_Action::BL_Action(class KX_GameObject* gameobj)
m_blendframe(0.f), m_blendframe(0.f),
m_blendstart(0.f), m_blendstart(0.f),
m_speed(0.f), m_speed(0.f),
m_priority(0),
m_ipo_flags(0), m_ipo_flags(0),
m_pose(NULL), m_pose(NULL),
m_blendpose(NULL), m_blendpose(NULL),
@ -105,12 +106,19 @@ BL_Action::~BL_Action()
void BL_Action::Play(const char* name, void BL_Action::Play(const char* name,
float start, float start,
float end, float end,
short priority,
float blendin, float blendin,
short play_mode, short play_mode,
short blend_mode, short blend_mode,
short ipo_flags, short ipo_flags,
float playback_speed) float playback_speed)
{ {
// Only start playing a new action if we're done, or if
// the new action has a higher priority
if (priority != 0 && !IsDone() && priority >= m_priority)
return;
m_priority = priority;
bAction* prev_action = m_action; bAction* prev_action = m_action;
// First try to load the action // First try to load the action

@ -56,6 +56,8 @@ private:
float m_speed; float m_speed;
short m_priority;
short m_playmode; short m_playmode;
short m_blendmode; short m_blendmode;
@ -72,6 +74,7 @@ public:
void Play(const char* name, void Play(const char* name,
float start, float start,
float end, float end,
short priority,
float blendin, float blendin,
short play_mode, short play_mode,
short blend_mode, short blend_mode,

@ -60,18 +60,14 @@ void BL_ActionManager::PlayAction(const char* name,
float start, float start,
float end, float end,
short layer, short layer,
short priority,
float blendin, float blendin,
short play_mode, short play_mode,
short blend_mode, short blend_mode,
short ipo_flags, short ipo_flags,
float playback_speed) float playback_speed)
{ {
// Remove a currently running action on this layer if there is one m_layers[layer]->Play(name, start, end, priority, blendin, play_mode, blend_mode, ipo_flags, playback_speed);
if (m_layers[layer])
StopAction(layer);
// Create a new action
m_layers[layer]->Play(name, start, end, blendin, play_mode, blend_mode, ipo_flags, playback_speed);
} }
void BL_ActionManager::StopAction(short layer) void BL_ActionManager::StopAction(short layer)

@ -46,6 +46,7 @@ public:
float start, float start,
float end, float end,
short layer=0, short layer=0,
short priority=0,
float blendin=0.f, float blendin=0.f,
short play_mode=0, short play_mode=0,
short blend_mode=0, short blend_mode=0,

@ -364,13 +364,14 @@ void KX_GameObject::PlayAction(const char* name,
float start, float start,
float end, float end,
short layer, short layer,
short priority,
float blendin, float blendin,
short play_mode, short play_mode,
short blend_mode, short blend_mode,
short ipo_flags, short ipo_flags,
float playback_speed) float playback_speed)
{ {
GetActionManager()->PlayAction(name, start, end, layer, blendin, play_mode, blend_mode, ipo_flags, playback_speed); GetActionManager()->PlayAction(name, start, end, layer, priority, blendin, play_mode, blend_mode, ipo_flags, playback_speed);
} }
void KX_GameObject::StopAction(short layer) void KX_GameObject::StopAction(short layer)
@ -3034,19 +3035,19 @@ KX_PYMETHODDEF_DOC_VARARGS(KX_GameObject, sendMessage,
} }
KX_PYMETHODDEF_DOC(KX_GameObject, playAction, 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, ipo_flags=0, speed=1.0)\n" "playAction(name, start_frame, end_frame, layer=0, priority=0 blendin=0, play_mode=ACT_MODE_PLAY, blend_mode=ACT_BLEND_NONE, ipo_flags=0, speed=1.0)\n"
"plays an action\n") "plays an action\n")
{ {
const char* name; const char* name;
float start, end, blendin=0.f, speed=1.f; float start, end, blendin=0.f, speed=1.f;
short layer=0; short layer=0, priority=0;
short ipo_flags=0; short ipo_flags=0;
short play_mode=0, blend_mode=0; short play_mode=0, blend_mode=0;
static const char *kwlist[] = {"name", "start_frame", "end_frame", "layer", "blendin", "play_mode", "blend_mode", "ipo_flags", "speed", NULL}; static const char *kwlist[] = {"name", "start_frame", "end_frame", "layer", "priority", "blendin", "play_mode", "blend_mode", "ipo_flags", "speed", NULL};
if (!PyArg_ParseTupleAndKeywords(args, kwds, "sff|hfhhhf", const_cast<char**>(kwlist), if (!PyArg_ParseTupleAndKeywords(args, kwds, "sff|hhfhhhf", const_cast<char**>(kwlist),
&name, &start, &end, &layer, &blendin, &play_mode, &blend_mode, &ipo_flags, &speed)) &name, &start, &end, &layer, &priority, &blendin, &play_mode, &blend_mode, &ipo_flags, &speed))
return NULL; return NULL;
if (layer < 0 || layer > MAX_ACTION_LAYERS) if (layer < 0 || layer > MAX_ACTION_LAYERS)
@ -3067,7 +3068,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, playAction,
blend_mode = BL_Action::ACT_BLEND_NONE; blend_mode = BL_Action::ACT_BLEND_NONE;
} }
PlayAction(name, start, end, layer, blendin, play_mode, blend_mode, ipo_flags, speed); PlayAction(name, start, end, layer, priority, blendin, play_mode, blend_mode, ipo_flags, speed);
Py_RETURN_NONE; Py_RETURN_NONE;
} }

@ -215,6 +215,7 @@ public:
float start, float start,
float end, float end,
short layer=0, short layer=0,
short priority=0,
float blendin=0.f, float blendin=0.f,
short play_mode=0, short play_mode=0,
short blend_mode=0, short blend_mode=0,