forked from bartvdbraak/blender
362b25b382
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.
151 lines
3.0 KiB
C++
151 lines
3.0 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Mitchell Stokes.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file BL_Action.h
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* \ingroup ketsji
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*/
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#ifndef __BL_ACTION_H__
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#define __BL_ACTION_H__
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#include <vector>
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#ifdef WITH_CXX_GUARDEDALLOC
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#include "MEM_guardedalloc.h"
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#endif
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class BL_Action
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{
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private:
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struct bAction* m_action;
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struct bAction* m_tmpaction;
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struct bPose* m_blendpose;
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struct bPose* m_blendinpose;
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std::vector<class SG_Controller*> m_sg_contr_list;
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class KX_GameObject* m_obj;
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std::vector<float> m_blendshape;
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std::vector<float> m_blendinshape;
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float m_startframe;
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float m_endframe;
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float m_starttime;
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float m_endtime;
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float m_localtime;
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float m_blendin;
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float m_blendframe;
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float m_blendstart;
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float m_layer_weight;
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float m_speed;
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short m_priority;
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short m_playmode;
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short m_blendmode;
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short m_ipo_flags;
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bool m_done;
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bool m_calc_localtime;
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void ClearControllerList();
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void InitIPO();
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void SetLocalTime(float curtime);
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void ResetStartTime(float curtime);
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void IncrementBlending(float curtime);
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void BlendShape(struct Key* key, float srcweight, std::vector<float>& blendshape);
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public:
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BL_Action(class KX_GameObject* gameobj);
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~BL_Action();
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/**
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* Play an action
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*/
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bool Play(const char* name,
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float start,
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float end,
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short priority,
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float blendin,
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short play_mode,
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float layer_weight,
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short ipo_flags,
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float playback_speed,
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short blend_mode);
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/**
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* Stop playing the action
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*/
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void Stop();
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/**
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* Whether or not the action is still playing
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*/
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bool IsDone();
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/**
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* Update the action's frame, etc.
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*/
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void Update(float curtime);
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/**
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* Update object IPOs (note: not thread-safe!)
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*/
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void UpdateIPOs();
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// Accessors
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float GetFrame();
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struct bAction *GetAction();
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// Mutators
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void SetFrame(float frame);
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void SetPlayMode(short play_mode);
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void SetTimes(float start, float end);
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enum
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{
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ACT_MODE_PLAY = 0,
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ACT_MODE_LOOP,
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ACT_MODE_PING_PONG,
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ACT_MODE_MAX,
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};
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enum
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{
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ACT_BLEND_BLEND=0,
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ACT_BLEND_ADD=1,
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ACT_BLEND_MAX,
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};
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enum
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{
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ACT_IPOFLAG_FORCE = 1,
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ACT_IPOFLAG_LOCAL = 2,
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ACT_IPOFLAG_ADD = 4,
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ACT_IPOFLAG_CHILD = 8,
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};
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_Action")
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#endif
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};
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#endif /* BL_ACTION */
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