forked from bartvdbraak/blender
fe05f97841
This required BL_ArmatureObject to have tighter control over armatures and poses. Also, (Blender) armature objects are now copied instead of shared between BL_ArmatureObjects to avoid race conditions. Also, due to the armature copy, shape key drivers need a bit of extra fiddling to get the correct armature copy. Initially OpenMP was used for threading, but then BLI_task was used due to being less compiler dependent. This commit also places time spent on skinning updates in the Animation profiler category (was previously under the Rasterizer category).
493 lines
12 KiB
C++
493 lines
12 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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#include "SG_Controller.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 "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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// Needed for material IPOs
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#include "BKE_material.h"
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#include "DNA_material_types.h"
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}
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#include "MEM_guardedalloc.h"
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#include "BKE_library.h"
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#include "BKE_global.h"
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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_tmpaction(NULL),
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m_blendpose(NULL),
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m_blendinpose(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(ACT_MODE_PLAY),
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m_blendmode(ACT_BLEND_BLEND),
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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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}
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BL_Action::~BL_Action()
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{
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if (m_blendpose)
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BKE_pose_free(m_blendpose);
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if (m_blendinpose)
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BKE_pose_free(m_blendinpose);
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ClearControllerList();
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if (m_tmpaction) {
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BKE_libblock_free(G.main, m_tmpaction);
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m_tmpaction = NULL;
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}
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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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short blend_mode)
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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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KX_Scene* kxscene = m_obj->GetScene();
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// First try to load the action
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m_action = (bAction*)kxscene->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 we have the same settings, don't play again
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// This is to resolve potential issues with pulses on sensors such as the ones
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// reported in bug #29412. The fix is here so it works for both logic bricks and Python.
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// However, this may eventually lead to issues where a user wants to override an already
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// playing action with the same action and settings. If this becomes an issue,
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// then this fix may have to be re-evaluated.
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if (!IsDone() && m_action == prev_action && m_startframe == start && m_endframe == end
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&& m_priority == priority && m_speed == playback_speed)
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return false;
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// Keep a copy of the action for threading purposes
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if (m_tmpaction) {
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BKE_libblock_free(G.main, m_tmpaction);
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m_tmpaction = NULL;
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}
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m_tmpaction = BKE_action_copy(m_action);
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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, kxscene->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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// Try obcolor
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sg_contr = BL_CreateObColorIPO(m_action, m_obj, kxscene->GetSceneConverter());
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if (sg_contr) {
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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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// Now try materials
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if (m_obj->GetBlenderObject()->totcol==1) {
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Material *mat = give_current_material(m_obj->GetBlenderObject(), 1);
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if (mat) {
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sg_contr = BL_CreateMaterialIpo(m_action, mat, 0, m_obj, kxscene->GetSceneConverter());
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if (sg_contr) {
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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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} else {
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Material *mat;
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STR_HashedString matname;
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for (int matidx = 1; matidx <= m_obj->GetBlenderObject()->totcol; ++matidx) {
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mat = give_current_material(m_obj->GetBlenderObject(), matidx);
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if (mat) {
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matname = mat->id.name;
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sg_contr = BL_CreateMaterialIpo(m_action, mat, matname.hash(), m_obj, kxscene->GetSceneConverter());
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if (sg_contr) {
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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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}
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}
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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, kxscene->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, kxscene->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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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->GetPose(&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 = -1.f; // We get the start time on our first update
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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_blendmode = blend_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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// Grab the start time here so we don't end up with a negative m_localtime when
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// suspending and resuming scenes.
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if (m_starttime < 0)
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m_starttime = curtime;
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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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switch (m_playmode) {
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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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if (m_layer_weight >= 0)
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obj->GetPose(&m_blendpose);
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// Extract the pose from the action
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obj->SetPoseByAction(m_tmpaction, m_localtime);
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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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obj->BlendInPose(m_blendinpose, weight, ACT_BLEND_BLEND);
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}
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// Handle layer blending
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if (m_layer_weight >= 0)
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obj->BlendInPose(m_blendpose, m_layer_weight, m_blendmode);
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obj->UpdateTimestep(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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PointerRNA ptrrna;
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RNA_id_pointer_create(&key->id, &ptrrna);
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animsys_evaluate_action(&ptrrna, m_tmpaction, 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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}
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m_obj->UpdateIPO(m_localtime, m_ipo_flags & ACT_IPOFLAG_CHILD);
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if (m_done)
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ClearControllerList();
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}
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