blender/source/gameengine/Ketsji/BL_Action.h
Porteries Tristan f10db730bc BGE: Fix T45945: Action bouncing.
Bug introduced in 583fa7d1e, KX_GameObject.setActionFrame can make BL_Action::m_starttime negative. But in BL_Action::Update m_starttime is set to the current time if it's negative.
To fix it we use a boolean BL_Action::m_initializedTime to know if we should initialize the time in BL_Action::Update, it's more stable than comparing times.

Tested with bug task T45945 and T32054, with an extra patch about to fix suspend resume scene issues with actions : D1569
2015-10-28 15:13:12 +01:00

152 lines
3.1 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_Action.h
* \ingroup ketsji
*/
#ifndef __BL_ACTION_H__
#define __BL_ACTION_H__
#include <vector>
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
class BL_Action
{
private:
struct bAction* m_action;
struct bAction* m_tmpaction;
struct bPose* m_blendpose;
struct bPose* m_blendinpose;
std::vector<class SG_Controller*> m_sg_contr_list;
class KX_GameObject* m_obj;
std::vector<float> m_blendshape;
std::vector<float> m_blendinshape;
float m_startframe;
float m_endframe;
/// The current action frame.
float m_localframe;
float m_starttime;
float m_blendin;
float m_blendframe;
float m_blendstart;
float m_layer_weight;
float m_speed;
short m_priority;
short m_playmode;
short m_blendmode;
short m_ipo_flags;
bool m_done;
bool m_calc_localtime;
/// Set to true when m_starttime is initialized in Update.
bool m_initializedTime;
void ClearControllerList();
void InitIPO();
void SetLocalTime(float curtime);
void ResetStartTime(float curtime);
void IncrementBlending(float curtime);
void BlendShape(struct Key* key, float srcweight, std::vector<float>& blendshape);
public:
BL_Action(class KX_GameObject* gameobj);
~BL_Action();
/**
* Play an action
*/
bool Play(const char* name,
float start,
float end,
short priority,
float blendin,
short play_mode,
float layer_weight,
short ipo_flags,
float playback_speed,
short blend_mode);
/**
* Whether or not the action is still playing
*/
bool IsDone();
/**
* Update the action's frame, etc.
*/
void Update(float curtime);
// Accessors
float GetFrame();
const char *GetName();
struct bAction *GetAction();
// Mutators
void SetFrame(float frame);
void SetPlayMode(short play_mode);
void SetTimes(float start, float end);
enum
{
ACT_MODE_PLAY = 0,
ACT_MODE_LOOP,
ACT_MODE_PING_PONG,
ACT_MODE_MAX,
};
enum
{
ACT_BLEND_BLEND=0,
ACT_BLEND_ADD=1,
ACT_BLEND_MAX,
};
enum
{
ACT_IPOFLAG_FORCE = 1,
ACT_IPOFLAG_LOCAL = 2,
ACT_IPOFLAG_ADD = 4,
ACT_IPOFLAG_CHILD = 8,
};
/// Initialize a lock for animation thread issues.
static void InitLock();
/// Finalize a lock for animation thread issues.
static void EndLock();
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_Action")
#endif
};
#endif /* BL_ACTION */