blender/source/gameengine/Ketsji/BL_ActionManager.h
Mitchell Stokes 362b25b382 Fix T39928: Blender crash/freeze when game engine is started with animation played directly on camera object with parents.
Updating object IPOs is not currently thread-safe since it also updates
children. This leads to problems when parents and children are both
animated. For now, updating object IPOs is done in its own loop to avoid
threading issues.
2014-05-04 15:39:15 -07:00

112 lines
2.5 KiB
C++

/*
* ***** 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
*/
#ifndef __BL_ACTIONMANAGER_H__
#define __BL_ACTIONMANAGER_H__
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
#define MAX_ACTION_LAYERS 8
class BL_Action;
/**
* BL_ActionManager is responsible for handling a KX_GameObject's actions.
*/
class BL_ActionManager
{
private:
BL_Action* m_layers[MAX_ACTION_LAYERS];
public:
BL_ActionManager(class KX_GameObject* obj);
~BL_ActionManager();
bool PlayAction(const char* name,
float start,
float end,
short layer=0,
short priority=0,
float blendin=0.f,
short play_mode=0,
float layer_weight=0.f,
short ipo_flags=0,
float playback_speed=1.f,
short blend_mode=0);
/**
* Gets the current frame of an action
*/
float GetActionFrame(short layer);
/**
* 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);
/**
* Sets play mode of the action on the given layer
*/
void SetPlayMode(short layer, short mode);
/**
* Sets the start and end times of the action on the given layer
*/
void SetTimes(short layer, float start, float end);
/**
* 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);
/**
* Update object IPOs (note: not thread-safe!)
*/
void UpdateIPOs();
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_ActionManager")
#endif
};
#endif /* BL_ACTIONMANAGER */