void BL_ArmatureObject::GetPose(bPose **pose)
{
	/* If the caller supplies a null pose, create a new one. */
	/* Otherwise, copy the armature's pose channels into the caller-supplied pose */
		
	if (!*pose) {
		/* probably not to good of an idea to
		 * duplicate everything, but it clears up 
		 * a crash and memory leakage when 
		 * &BL_ActionActuator::m_pose is freed
		 */
		game_copy_pose(pose, m_pose, 0);
	}
	else {
		if (*pose == m_pose)
			// no need to copy if the pointers are the same
			return;

		extract_pose_from_pose(*pose, m_pose);
	}
}
void BL_ArmatureObject::SetPose(bPose *pose)
{
	extract_pose_from_pose(m_pose, pose);
	m_lastapplyframe = -1.0;
}
Example #3
0
bool BL_ActionActuator::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)
		{
			// dont continue where we left off when restarting
			if (m_end_reset) {
				m_flag &= ~ACT_FLAG_LOCKINPUT;
			}
			
			if (!(m_flag & ACT_FLAG_ACTIVE))
				return false;
			m_flag &= ~ACT_FLAG_ACTIVE;
		}
	}
	
	/*	We know that action actuators have been discarded from all non armature objects:
	if we're being called, we're attached to a BL_ArmatureObject */
	BL_ArmatureObject *obj = (BL_ArmatureObject*)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_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_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=0.0;
	
	/* Apply the pose if necessary*/
	if (apply){

		/* Priority test */
		if (obj->SetActiveAction(this, priority, curtime)){
			
			/* Get the underlying pose from the armature */
			obj->GetPose(&m_pose);

// 2.4x function, 
			/* Override the necessary channels with ones from the action */
			// XXX extract_pose_from_action(m_pose, m_action, m_localtime);
			
			
// 2.5x - replacement for extract_pose_from_action(...) above.
			{
				struct PointerRNA id_ptr;
				Object *arm= obj->GetArmatureObject();
				bPose *pose_back= arm->pose;
				
				arm->pose= m_pose;
				RNA_id_pointer_create((ID *)arm, &id_ptr);
				animsys_evaluate_action(&id_ptr, m_action, NULL, m_localtime);
				
				arm->pose= pose_back;
			
// 2.5x - could also do this but looks too high level, constraints use this, it works ok.
//				Object workob; /* evaluate using workob */
//				what_does_obaction((Scene *)obj->GetScene(), obj->GetArmatureObject(), &workob, m_pose, m_action, NULL, m_localtime);
			}

			// done getting the pose from the action
			
			/* Perform the user override (if any) */
			if (m_userpose){
				extract_pose_from_pose(m_pose, m_userpose);
				game_free_pose(m_userpose); //cant use MEM_freeN(m_userpose) because the channels need freeing too.
				m_userpose = NULL;
			}
#if 1
			/* Handle blending */
			if (m_blendin && (m_blendframe<m_blendin)){
				/* If this is the start of a blending sequence... */
				if ((m_blendframe==0.0) || (!m_blendpose)){
					obj->GetMRDPose(&m_blendpose);
					m_blendstart = curtime;
				}
				
				/* Find percentages */
				newweight = (m_blendframe/(float)m_blendin);
				game_blend_poses(m_pose, m_blendpose, 1.0 - newweight);

				/* Increment current blending percentage */
				m_blendframe = (curtime - m_blendstart)*KX_KetsjiEngine::GetAnimFrameRate();
				if (m_blendframe>m_blendin)
					m_blendframe = m_blendin;
				
			}
#endif
			m_lastUpdate = m_localtime;
			obj->SetPose (m_pose);
		}
		else{
			m_blendframe = 0.0;
		}
	}
	
	if (!keepgoing){
		m_blendframe = 0.0;
	}
	return keepgoing;
};