/** * $Id$ * * ***** 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. * * 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. * * ***** END GPL LICENSE BLOCK ***** */ #include #include "BL_Action.h" #include "BL_ArmatureObject.h" #include "KX_IpoConvert.h" #include "KX_GameObject.h" // These three are for getting the action from the logic manager #include "KX_Scene.h" #include "KX_PythonInit.h" #include "SCA_LogicManager.h" extern "C" { #include "BKE_animsys.h" #include "BKE_action.h" #include "RNA_access.h" #include "RNA_define.h" } BL_Action::BL_Action(class KX_GameObject* gameobj) : m_obj(gameobj), m_startframe(0.f), m_endframe(0.f), m_blendin(0.f), m_playmode(0), m_endtime(0.f), m_localtime(0.f), m_blendframe(0.f), m_blendstart(0.f), m_speed(0.f), m_pose(NULL), m_blendpose(NULL), m_sg_contr(NULL), m_done(true) { } BL_Action::~BL_Action() { if (m_pose) game_free_pose(m_pose); if (m_blendpose) game_free_pose(m_blendpose); if (m_sg_contr) { m_obj->GetSGNode()->RemoveSGController(m_sg_contr); delete m_sg_contr; } } void BL_Action::Play(const char* name, float start, float end, float blendin, short play_mode, short blend_mode, float playback_speed) { bAction* prev_action = m_action; // First try to load the action m_action = (bAction*)KX_GetActiveScene()->GetLogicManager()->GetActionByName(name); if (!m_action) { printf("Failed to load action: %s\n", name); m_done = true; return; } //if (m_obj->GetGameObjectType() != SCA_IObject::OBJ_ARMATURE) if (prev_action != m_action) { // Create an SG_Controller 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(); } // Now that we have an action, we have something we can play m_starttime = KX_GetActiveEngine()->GetFrameTime(); m_startframe = m_localtime = start; m_endframe = end; m_blendin = blendin; m_playmode = play_mode; m_endtime = 0.f; m_blendframe = 0.f; m_blendstart = 0.f; m_speed = playback_speed; m_done = false; } void BL_Action::Stop() { m_done = true; } 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); } float BL_Action::GetFrame() { return m_localtime; } void BL_Action::SetFrame(float frame) { float dt; // Clamp the frame to the start and end frame if (frame < min(m_startframe, m_endframe)) frame = min(m_startframe, m_endframe); else if (frame > max(m_startframe, m_endframe)) frame = max(m_startframe, m_endframe); // We don't set m_localtime directly since it's recalculated // in the next update. So, we modify the value (m_starttime) // used to calculate m_localtime the next time SetLocalTime() is called. dt = frame-m_startframe; if (m_endframe < m_startframe) dt = -dt; m_starttime -= dt / (KX_KetsjiEngine::GetAnimFrameRate()*m_speed); } void BL_Action::SetLocalTime(float curtime) { float dt = (curtime-m_starttime)*KX_KetsjiEngine::GetAnimFrameRate()*m_speed; if (m_endframe < m_startframe) dt = -dt; m_localtime = m_startframe + dt; } void BL_Action::Update(float curtime) { // Don't bother if we're done with the animation if (m_done) return; curtime -= KX_KetsjiEngine::GetSuspendedDelta(); SetLocalTime(curtime); // Handle wrap around if (m_localtime < min(m_startframe, m_endframe) || m_localtime > max(m_startframe, m_endframe)) { switch(m_playmode) { case ACT_MODE_PLAY: // Clamp m_localtime = m_endframe; m_done = true; break; case ACT_MODE_LOOP: // Put the time back to the beginning m_localtime = m_startframe; m_starttime = curtime; break; case ACT_MODE_PING_PONG: // Swap the start and end frames float temp = m_startframe; m_startframe = m_endframe; m_endframe = temp; m_starttime = curtime; break; } if (!m_done && m_sg_contr) InitIPO(); } if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE) { BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj; obj->GetPose(&m_pose); // Extract the pose from the action { struct PointerRNA id_ptr; Object *arm = obj->GetArmatureObject(); bPose *temp = 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 = temp; } // Handle blending between actions if (m_blendin && m_blendframeGetMRDPose(&m_blendpose); m_blendstart = curtime; } // Calculate weight float weight = 1.f - (m_blendframe/m_blendin); game_blend_poses(m_pose, m_blendpose, weight); // Bump the blend frame m_blendframe = (curtime - m_blendstart)*KX_KetsjiEngine::GetAnimFrameRate(); // Clamp if (m_blendframe>m_blendin) m_blendframe = m_blendin; } obj->SetPose(m_pose); obj->SetActiveAction(NULL, 0, curtime); } else { InitIPO(); m_sg_contr->SetSimulatedTime(m_localtime); m_obj->GetSGNode()->UpdateWorldData(m_localtime); m_obj->UpdateTransform(); } }