Beispiel #1
0
bool BL_ShapeActionActuator::Update(double curtime, bool frame)
{
	bool bNegativeEvent = false;
	bool bPositiveEvent = false;
	bool keepgoing = true;
	bool wrap = false;
	bool apply=true;
	int	priority;
	float newweight;

	curtime -= KX_KetsjiEngine::GetSuspendedDelta();
	
	// result = true if animation has to be continued, false if animation stops
	// maybe there are events for us in the queue !
	if (frame)
	{
		bNegativeEvent = m_negevent;
		bPositiveEvent = m_posevent;
		RemoveAllEvents();
		
		if (bPositiveEvent)
			m_flag |= ACT_FLAG_ACTIVE;
		
		if (bNegativeEvent)
		{
			if (!(m_flag & ACT_FLAG_ACTIVE))
				return false;
			m_flag &= ~ACT_FLAG_ACTIVE;
		}
	}
	
	/*	This action can only be attached to a deform object */
	BL_DeformableGameObject *obj = (BL_DeformableGameObject*)GetParent();
	float length = m_endframe - m_startframe;
	
	priority = m_priority;
	
	/* Determine pre-incrementation behaviour and set appropriate flags */
	switch (m_playtype){
	case ACT_ACTION_MOTION:
		if (bNegativeEvent){
			keepgoing=false;
			apply=false;
		};
		break;
	case ACT_ACTION_FROM_PROP:
		if (bNegativeEvent){
			apply=false;
			keepgoing=false;
		}
		break;
	case ACT_ACTION_LOOP_END:
		if (bPositiveEvent){
			if (!(m_flag & ACT_FLAG_LOCKINPUT)){
				m_flag &= ~ACT_FLAG_KEYUP;
				m_flag &= ~ACT_FLAG_REVERSE;
				m_flag |= ACT_FLAG_LOCKINPUT;
				m_localtime = m_startframe;
				m_starttime = curtime;
			}
		}
		if (bNegativeEvent){
			m_flag |= ACT_FLAG_KEYUP;
		}
		break;
	case ACT_ACTION_LOOP_STOP:
		if (bPositiveEvent){
			if (!(m_flag & ACT_FLAG_LOCKINPUT)){
				m_flag &= ~ACT_FLAG_REVERSE;
				m_flag &= ~ACT_FLAG_KEYUP;
				m_flag |= ACT_FLAG_LOCKINPUT;
				SetStartTime(curtime);
			}
		}
		if (bNegativeEvent){
			m_flag |= ACT_FLAG_KEYUP;
			m_flag &= ~ACT_FLAG_LOCKINPUT;
			keepgoing=false;
			apply=false;
		}
		break;
	case ACT_ACTION_PINGPONG:
		if (bPositiveEvent){
			if (!(m_flag & ACT_FLAG_LOCKINPUT)){
				m_flag &= ~ACT_FLAG_KEYUP;
				m_localtime = m_starttime;
				m_starttime = curtime;
				m_flag |= ACT_FLAG_LOCKINPUT;
			}
		}
		break;
	case ACT_ACTION_FLIPPER:
		if (bPositiveEvent){
			if (!(m_flag & ACT_FLAG_LOCKINPUT)){
				m_flag &= ~ACT_FLAG_REVERSE;
				m_flag |= ACT_FLAG_LOCKINPUT;
				SetStartTime(curtime);
			}
		}
		else if (bNegativeEvent){
			m_flag |= ACT_FLAG_REVERSE;
			m_flag &= ~ACT_FLAG_LOCKINPUT;
			SetStartTime(curtime);
		}
		break;
	case ACT_ACTION_PLAY:
		if (bPositiveEvent){
			if (!(m_flag & ACT_FLAG_LOCKINPUT)){
				m_flag &= ~ACT_FLAG_REVERSE;
				m_localtime = m_starttime;
				m_starttime = curtime;
				m_flag |= ACT_FLAG_LOCKINPUT;
			}
		}
		break;
	default:
		break;
	}
	
	/* Perform increment */
	if (keepgoing){
		if (m_playtype == ACT_ACTION_MOTION){
			MT_Point3	newpos;
			MT_Point3	deltapos;
			
			newpos = obj->NodeGetWorldPosition();
			
			/* Find displacement */
			deltapos = newpos-m_lastpos;
			m_localtime += (length/m_stridelength) * deltapos.length();
			m_lastpos = newpos;
		}
		else{
			SetLocalTime(curtime);
		}
	}
	
	/* Check if a wrapping response is needed */
	if (length){
		if (m_localtime < m_startframe || m_localtime > m_endframe)
		{
			m_localtime = m_startframe + fmod(m_localtime, length);
			wrap = true;
		}
	}
	else
		m_localtime = m_startframe;
	
	/* Perform post-increment tasks */
	switch (m_playtype){
	case ACT_ACTION_FROM_PROP:
		{
			CValue* propval = GetParent()->GetProperty(m_propname);
			if (propval)
				m_localtime = propval->GetNumber();
			
			if (bNegativeEvent){
				keepgoing=false;
			}
		}
		break;
	case ACT_ACTION_MOTION:
		break;
	case ACT_ACTION_LOOP_STOP:
		break;
	case ACT_ACTION_PINGPONG:
		if (wrap){
			if (!(m_flag & ACT_FLAG_REVERSE))
				m_localtime = m_endframe;
			else 
				m_localtime = m_startframe;

			m_flag &= ~ACT_FLAG_LOCKINPUT;
			m_flag ^= ACT_FLAG_REVERSE; //flip direction
			keepgoing = false;
		}
		break;
	case ACT_ACTION_FLIPPER:
		if (wrap){
			if (!(m_flag & ACT_FLAG_REVERSE)){
				m_localtime=m_endframe;
				//keepgoing = false;
			}
			else {
				m_localtime=m_startframe;
				keepgoing = false;
			}
		}
		break;
	case ACT_ACTION_LOOP_END:
		if (wrap){
			if (m_flag & ACT_FLAG_KEYUP){
				keepgoing = false;
				m_localtime = m_endframe;
				m_flag &= ~ACT_FLAG_LOCKINPUT;
			}
			SetStartTime(curtime);
		}
		break;
	case ACT_ACTION_PLAY:
		if (wrap){
			m_localtime = m_endframe;
			keepgoing = false;
			m_flag &= ~ACT_FLAG_LOCKINPUT;
		}
		break;
	default:
		keepgoing = false;
		break;
	}
	
	/* Set the property if its defined */
	if (m_framepropname[0] != '\0') {
		CValue* propowner = GetParent();
		CValue* oldprop = propowner->GetProperty(m_framepropname);
		CValue* newval = new CFloatValue(m_localtime);
		if (oldprop) {
			oldprop->SetValue(newval);
		} else {
			propowner->SetProperty(m_framepropname, newval);
		}
		newval->Release();
	}
	
	if (bNegativeEvent)
		m_blendframe=0.0f;
	
	/* Apply the pose if necessary*/
	if (apply) {

		/* Priority test */
		if (obj->SetActiveAction(this, priority, curtime)){
			BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());
			Key *key = NULL;

			if (shape_deformer)
				key = shape_deformer->GetKey();

			if (!key) {
				// this could happen if the mesh was changed in the middle of an action
				// and the new mesh has no key, stop the action
				keepgoing = false;
			}
			else {
				ListBase tchanbase= {NULL, NULL};
			
				if (m_blendin && m_blendframe==0.0f){
					// this is the start of the blending, remember the startup shape
					obj->GetShape(m_blendshape);
					m_blendstart = curtime;
				}

				KeyBlock *kb;
				// We go through and clear out the keyblocks so there isn't any interference
				// from other shape actions
				for (kb=(KeyBlock*)key->block.first; kb; kb=(KeyBlock*)kb->next)
					kb->curval = 0.f;

				animsys_evaluate_action(m_idptr, m_action, NULL, m_localtime);

				// XXX - in 2.5 theres no way to do this. possibly not that important to support - Campbell
				if (0) { // XXX !execute_ipochannels(&tchanbase)) {
					// no update, this is possible if action does not match the keys, stop the action
					keepgoing = false;
				} 
				else {
					// the key have changed, apply blending if needed
					if (m_blendin && (m_blendframe<m_blendin)){
						newweight = (m_blendframe/(float)m_blendin);

						BlendShape(key, 1.0f - newweight);

						/* Increment current blending percentage */
						m_blendframe = (curtime - m_blendstart)*KX_KetsjiEngine::GetAnimFrameRate();
						if (m_blendframe>m_blendin)
							m_blendframe = m_blendin;
					}
					m_lastUpdate = m_localtime;
				}
				BLI_freelistN(&tchanbase);
			}
		}
		else{
			m_blendframe = 0.0f;
		}
	}
	
	if (!keepgoing){
		m_blendframe = 0.0f;
	}
	return keepgoing;
};
Beispiel #2
0
void BL_Action::Update(float curtime)
{
	// Don't bother if we're done with the animation
	if (m_done)
		return;

	curtime -= KX_KetsjiEngine::GetSuspendedDelta();

	// Grab the start time here so we don't end up with a negative m_localtime when
	// suspending and resuming scenes.
	if (m_starttime < 0)
		m_starttime = curtime;

	if (m_calc_localtime)
		SetLocalTime(curtime);
	else
	{
		ResetStartTime(curtime);
		m_calc_localtime = true;
	}

	// Handle wrap around
	if (m_localtime < min(m_startframe, m_endframe) || m_localtime > max(m_startframe, m_endframe)) {
		switch (m_playmode) {
			case ACT_MODE_PLAY:
				// Clamp
				m_localtime = m_endframe;
				m_done = true;
				break;
			case ACT_MODE_LOOP:
				// Put the time back to the beginning
				m_localtime = m_startframe;
				m_starttime = curtime;
				break;
			case ACT_MODE_PING_PONG:
				// Swap the start and end frames
				float temp = m_startframe;
				m_startframe = m_endframe;
				m_endframe = temp;

				m_starttime = curtime;

				break;
		}
	}

	if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
	{
		BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj;
		obj->GetPose(&m_pose);

		// Extract the pose from the action
		{
			Object *arm = obj->GetArmatureObject();
			bPose *temp = arm->pose;

			arm->pose = m_pose;
			animsys_evaluate_action(m_ptrrna, m_action, NULL, m_localtime);

			arm->pose = temp;
		}

		// Handle blending between armature actions
		if (m_blendin && m_blendframe<m_blendin)
		{
			IncrementBlending(curtime);

			// Calculate weight
			float weight = 1.f - (m_blendframe/m_blendin);

			// Blend the poses
			game_blend_poses(m_pose, m_blendinpose, weight);
		}


		// Handle layer blending
		if (m_layer_weight >= 0)
		{
			obj->GetMRDPose(&m_blendpose);
			game_blend_poses(m_pose, m_blendpose, m_layer_weight);
		}

		obj->SetPose(m_pose);

		obj->SetActiveAction(NULL, 0, curtime);
	}
	else
	{
		BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj;
		BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());

		// Handle shape actions if we have any
		if (shape_deformer && shape_deformer->GetKey())
		{
			Key *key = shape_deformer->GetKey();


			animsys_evaluate_action(m_ptrrna, m_action, NULL, m_localtime);

			// Handle blending between shape actions
			if (m_blendin && m_blendframe < m_blendin)
			{
				IncrementBlending(curtime);

				float weight = 1.f - (m_blendframe/m_blendin);

				// We go through and clear out the keyblocks so there isn't any interference
				// from other shape actions
				KeyBlock *kb;
				for (kb=(KeyBlock*)key->block.first; kb; kb=(KeyBlock*)kb->next)
					kb->curval = 0.f;

				// Now blend the shape
				BlendShape(key, weight, m_blendinshape);
			}

			// Handle layer blending
			if (m_layer_weight >= 0)
			{
				obj->GetShape(m_blendshape);
				BlendShape(key, m_layer_weight, m_blendshape);
			}

			obj->SetActiveAction(NULL, 0, curtime);
		}

		m_obj->UpdateIPO(m_localtime, m_ipo_flags & ACT_IPOFLAG_CHILD);
	}
}
Beispiel #3
0
void BL_Action::Update(float curtime, bool applyToObject)
{
	/* Don't bother if we're done with the animation and if the animation was already applied to the object.
	 * of if the animation made a double update for the same time and that it was applied to the object.
	 */
	if ((m_done && m_appliedToObject) || (m_prevUpdate == curtime && m_appliedToObject)) {
		return;
	}
	m_prevUpdate = curtime;

	curtime -= (float)KX_KetsjiEngine::GetSuspendedDelta();

	if (m_calc_localtime)
		SetLocalTime(curtime);
	else
	{
		ResetStartTime(curtime);
		m_calc_localtime = true;
	}

	// Handle wrap around
	if (m_localframe < std::min(m_startframe, m_endframe) || m_localframe > std::max(m_startframe, m_endframe)) {
		switch (m_playmode) {
			case ACT_MODE_PLAY:
				// Clamp
				m_localframe = m_endframe;
				m_done = true;
				break;
			case ACT_MODE_LOOP:
				// Put the time back to the beginning
				m_localframe = m_startframe;
				m_starttime = curtime;
				break;
			case ACT_MODE_PING_PONG:
				// Swap the start and end frames
				float temp = m_startframe;
				m_startframe = m_endframe;
				m_endframe = temp;

				m_starttime = curtime;

				break;
		}
	}

	m_appliedToObject = applyToObject;
	// In case of culled armatures (doesn't requesting to transform the object) we only manages time.
	if (!applyToObject) {
		return;
	}

	if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
	{
		BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj;

		if (m_layer_weight >= 0)
			obj->GetPose(&m_blendpose);

		// Extract the pose from the action
		obj->SetPoseByAction(m_tmpaction, m_localframe);

		// Handle blending between armature actions
		if (m_blendin && m_blendframe<m_blendin)
		{
			IncrementBlending(curtime);

			// Calculate weight
			float weight = 1.f - (m_blendframe/m_blendin);

			// Blend the poses
			obj->BlendInPose(m_blendinpose, weight, ACT_BLEND_BLEND);
		}


		// Handle layer blending
		if (m_layer_weight >= 0)
			obj->BlendInPose(m_blendpose, m_layer_weight, m_blendmode);

		obj->UpdateTimestep(curtime);
	}
	else
	{
		BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj;
		BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());

		// Handle shape actions if we have any
		if (shape_deformer && shape_deformer->GetKey())
		{
			Key *key = shape_deformer->GetKey();

			PointerRNA ptrrna;
			RNA_id_pointer_create(&key->id, &ptrrna);

			animsys_evaluate_action(&ptrrna, m_tmpaction, NULL, m_localframe);

			// Handle blending between shape actions
			if (m_blendin && m_blendframe < m_blendin)
			{
				IncrementBlending(curtime);

				float weight = 1.f - (m_blendframe/m_blendin);

				// We go through and clear out the keyblocks so there isn't any interference
				// from other shape actions
				KeyBlock *kb;
				for (kb=(KeyBlock *)key->block.first; kb; kb=(KeyBlock *)kb->next)
					kb->curval = 0.f;

				// Now blend the shape
				BlendShape(key, weight, m_blendinshape);
			}

			// Handle layer blending
			if (m_layer_weight >= 0)
			{
				obj->GetShape(m_blendshape);
				BlendShape(key, m_layer_weight, m_blendshape);
			}

			obj->SetActiveAction(0, curtime);
		}
	}
}