forked from bartvdbraak/blender
f6d5b7ffd7
The code was looking to see if the priority was strictly greater than the current priority, but it seems that an equal priority should also override (at least the report seems to suggest that this is the behavior from 2.49).
449 lines
11 KiB
C++
449 lines
11 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.cpp
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* \ingroup ketsji
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*/
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#include <cstdlib>
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#include <stdio.h>
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#include "BL_Action.h"
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#include "BL_ArmatureObject.h"
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#include "BL_DeformableGameObject.h"
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#include "BL_ShapeDeformer.h"
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#include "KX_IpoConvert.h"
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#include "KX_GameObject.h"
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// These three are for getting the action from the logic manager
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#include "KX_Scene.h"
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#include "KX_PythonInit.h"
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#include "SCA_LogicManager.h"
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extern "C" {
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#include "BKE_animsys.h"
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#include "BKE_action.h"
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#include "RNA_access.h"
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#include "RNA_define.h"
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}
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BL_Action::BL_Action(class KX_GameObject* gameobj)
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:
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m_action(NULL),
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m_pose(NULL),
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m_blendpose(NULL),
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m_blendinpose(NULL),
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m_ptrrna(NULL),
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m_obj(gameobj),
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m_startframe(0.f),
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m_endframe(0.f),
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m_endtime(0.f),
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m_localtime(0.f),
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m_blendin(0.f),
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m_blendframe(0.f),
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m_blendstart(0.f),
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m_speed(0.f),
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m_priority(0),
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m_playmode(0),
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m_ipo_flags(0),
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m_done(true),
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m_calc_localtime(true)
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{
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if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
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{
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BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj;
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m_ptrrna = new PointerRNA();
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RNA_id_pointer_create(&obj->GetArmatureObject()->id, m_ptrrna);
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}
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else
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{
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BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj;
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BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());
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if (shape_deformer)
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{
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m_ptrrna = new PointerRNA();
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RNA_id_pointer_create(&shape_deformer->GetKey()->id, m_ptrrna);
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}
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}
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}
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BL_Action::~BL_Action()
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{
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if (m_pose)
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game_free_pose(m_pose);
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if (m_blendpose)
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game_free_pose(m_blendpose);
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if (m_blendinpose)
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game_free_pose(m_blendinpose);
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if (m_ptrrna)
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delete m_ptrrna;
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ClearControllerList();
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}
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void BL_Action::ClearControllerList()
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{
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// Clear out the controller list
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std::vector<SG_Controller*>::iterator it;
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for (it = m_sg_contr_list.begin(); it != m_sg_contr_list.end(); it++)
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{
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m_obj->GetSGNode()->RemoveSGController((*it));
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delete *it;
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}
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m_sg_contr_list.clear();
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}
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bool BL_Action::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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{
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// Only start playing a new action if we're done, or if
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// the new action has a higher priority
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if (!IsDone() && priority > m_priority)
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return false;
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m_priority = priority;
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bAction* prev_action = m_action;
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// First try to load the action
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m_action = (bAction*)KX_GetActiveScene()->GetLogicManager()->GetActionByName(name);
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if (!m_action)
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{
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printf("Failed to load action: %s\n", name);
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m_done = true;
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return false;
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}
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if (prev_action != m_action)
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{
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// First get rid of any old controllers
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ClearControllerList();
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// Create an SG_Controller
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SG_Controller *sg_contr = BL_CreateIPO(m_action, m_obj, KX_GetActiveScene()->GetSceneConverter());
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m_sg_contr_list.push_back(sg_contr);
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m_obj->GetSGNode()->AddSGController(sg_contr);
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sg_contr->SetObject(m_obj->GetSGNode());
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// Extra controllers
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if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_LIGHT)
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{
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sg_contr = BL_CreateLampIPO(m_action, m_obj, KX_GetActiveScene()->GetSceneConverter());
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m_sg_contr_list.push_back(sg_contr);
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m_obj->GetSGNode()->AddSGController(sg_contr);
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sg_contr->SetObject(m_obj->GetSGNode());
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}
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else if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_CAMERA)
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{
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sg_contr = BL_CreateCameraIPO(m_action, m_obj, KX_GetActiveScene()->GetSceneConverter());
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m_sg_contr_list.push_back(sg_contr);
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m_obj->GetSGNode()->AddSGController(sg_contr);
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sg_contr->SetObject(m_obj->GetSGNode());
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}
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}
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m_ipo_flags = ipo_flags;
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InitIPO();
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// Setup blendin shapes/poses
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if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
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{
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BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj;
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obj->GetMRDPose(&m_blendinpose);
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}
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else
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{
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BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj;
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BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());
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if (shape_deformer && shape_deformer->GetKey())
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{
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obj->GetShape(m_blendinshape);
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// Now that we have the previous blend shape saved, we can clear out the key to avoid any
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// further interference.
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KeyBlock *kb;
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for (kb=(KeyBlock*)shape_deformer->GetKey()->block.first; kb; kb=(KeyBlock*)kb->next)
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kb->curval = 0.f;
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}
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}
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// Now that we have an action, we have something we can play
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m_starttime = KX_GetActiveEngine()->GetFrameTime();
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m_startframe = m_localtime = start;
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m_endframe = end;
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m_blendin = blendin;
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m_playmode = play_mode;
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m_endtime = 0.f;
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m_blendframe = 0.f;
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m_blendstart = 0.f;
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m_speed = playback_speed;
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m_layer_weight = layer_weight;
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m_done = false;
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return true;
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}
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void BL_Action::Stop()
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{
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m_done = true;
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}
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bool BL_Action::IsDone()
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{
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return m_done;
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}
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void BL_Action::InitIPO()
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{
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// Initialize the IPOs
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std::vector<SG_Controller*>::iterator it;
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for (it = m_sg_contr_list.begin(); it != m_sg_contr_list.end(); it++)
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{
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(*it)->SetOption(SG_Controller::SG_CONTR_IPO_RESET, true);
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(*it)->SetOption(SG_Controller::SG_CONTR_IPO_IPO_AS_FORCE, m_ipo_flags & ACT_IPOFLAG_FORCE);
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(*it)->SetOption(SG_Controller::SG_CONTR_IPO_IPO_ADD, m_ipo_flags & ACT_IPOFLAG_ADD);
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(*it)->SetOption(SG_Controller::SG_CONTR_IPO_LOCAL, m_ipo_flags & ACT_IPOFLAG_LOCAL);
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}
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}
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bAction *BL_Action::GetAction()
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{
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return (IsDone()) ? NULL : m_action;
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}
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float BL_Action::GetFrame()
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{
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return m_localtime;
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}
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void BL_Action::SetFrame(float frame)
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{
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// Clamp the frame to the start and end frame
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if (frame < min(m_startframe, m_endframe))
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frame = min(m_startframe, m_endframe);
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else if (frame > max(m_startframe, m_endframe))
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frame = max(m_startframe, m_endframe);
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m_localtime = frame;
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m_calc_localtime = false;
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}
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void BL_Action::SetPlayMode(short play_mode)
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{
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m_playmode = play_mode;
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}
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void BL_Action::SetTimes(float start, float end)
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{
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m_startframe = start;
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m_endframe = end;
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}
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void BL_Action::SetLocalTime(float curtime)
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{
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float dt = (curtime-m_starttime)*KX_KetsjiEngine::GetAnimFrameRate()*m_speed;
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if (m_endframe < m_startframe)
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dt = -dt;
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m_localtime = m_startframe + dt;
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}
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void BL_Action::ResetStartTime(float curtime)
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{
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float dt = (m_localtime > m_startframe) ? m_localtime - m_startframe : m_startframe - m_localtime;
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m_starttime = curtime - dt / (KX_KetsjiEngine::GetAnimFrameRate()*m_speed);
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SetLocalTime(curtime);
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}
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void BL_Action::IncrementBlending(float curtime)
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{
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// Setup m_blendstart if we need to
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if (m_blendstart == 0.f)
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m_blendstart = curtime;
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// Bump the blend frame
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m_blendframe = (curtime - m_blendstart)*KX_KetsjiEngine::GetAnimFrameRate();
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// Clamp
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if (m_blendframe>m_blendin)
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m_blendframe = m_blendin;
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}
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void BL_Action::BlendShape(Key* key, float srcweight, std::vector<float>& blendshape)
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{
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vector<float>::const_iterator it;
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float dstweight;
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KeyBlock *kb;
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dstweight = 1.0F - srcweight;
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//printf("Dst: %f\tSrc: %f\n", srcweight, dstweight);
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for (it=blendshape.begin(), kb = (KeyBlock*)key->block.first;
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kb && it != blendshape.end();
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kb = (KeyBlock*)kb->next, it++)
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{
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//printf("OirgKeys: %f\t%f\n", kb->curval, (*it));
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kb->curval = kb->curval * dstweight + (*it) * srcweight;
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//printf("NewKey: %f\n", kb->curval);
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}
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//printf("\n");
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}
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void BL_Action::Update(float curtime)
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{
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// Don't bother if we're done with the animation
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if (m_done)
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return;
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curtime -= KX_KetsjiEngine::GetSuspendedDelta();
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if (m_calc_localtime)
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SetLocalTime(curtime);
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else
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{
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ResetStartTime(curtime);
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m_calc_localtime = true;
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}
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// Handle wrap around
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if (m_localtime < min(m_startframe, m_endframe) || m_localtime > max(m_startframe, m_endframe))
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{
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switch(m_playmode)
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{
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case ACT_MODE_PLAY:
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// Clamp
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m_localtime = m_endframe;
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m_done = true;
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break;
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case ACT_MODE_LOOP:
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// Put the time back to the beginning
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m_localtime = m_startframe;
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m_starttime = curtime;
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break;
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case ACT_MODE_PING_PONG:
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// Swap the start and end frames
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float temp = m_startframe;
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m_startframe = m_endframe;
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m_endframe = temp;
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m_starttime = curtime;
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break;
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}
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}
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if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
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{
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BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj;
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obj->GetPose(&m_pose);
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// Extract the pose from the action
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{
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Object *arm = obj->GetArmatureObject();
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bPose *temp = arm->pose;
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arm->pose = m_pose;
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animsys_evaluate_action(m_ptrrna, m_action, NULL, m_localtime);
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arm->pose = temp;
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}
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// Handle blending between armature actions
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if (m_blendin && m_blendframe<m_blendin)
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{
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IncrementBlending(curtime);
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// Calculate weight
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float weight = 1.f - (m_blendframe/m_blendin);
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// Blend the poses
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game_blend_poses(m_pose, m_blendinpose, weight);
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}
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// Handle layer blending
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if (m_layer_weight >= 0)
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{
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obj->GetMRDPose(&m_blendpose);
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game_blend_poses(m_pose, m_blendpose, m_layer_weight);
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}
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obj->SetPose(m_pose);
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obj->SetActiveAction(NULL, 0, curtime);
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}
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else
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{
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BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj;
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BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());
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// Handle shape actions if we have any
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if (shape_deformer && shape_deformer->GetKey())
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{
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Key *key = shape_deformer->GetKey();
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animsys_evaluate_action(m_ptrrna, m_action, NULL, m_localtime);
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// Handle blending between shape actions
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if (m_blendin && m_blendframe < m_blendin)
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{
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IncrementBlending(curtime);
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float weight = 1.f - (m_blendframe/m_blendin);
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// We go through and clear out the keyblocks so there isn't any interference
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// from other shape actions
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KeyBlock *kb;
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for (kb=(KeyBlock*)key->block.first; kb; kb=(KeyBlock*)kb->next)
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kb->curval = 0.f;
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// Now blend the shape
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BlendShape(key, weight, m_blendinshape);
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}
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// Handle layer blending
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if (m_layer_weight >= 0)
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{
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obj->GetShape(m_blendshape);
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BlendShape(key, m_layer_weight, m_blendshape);
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}
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obj->SetActiveAction(NULL, 0, curtime);
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}
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m_obj->UpdateIPO(m_localtime, m_ipo_flags & ACT_IPOFLAG_CHILD);
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}
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}
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