bool SCA_PropertyActuator::Update() { bool result = false; bool bNegativeEvent = IsNegativeEvent(); RemoveAllEvents(); if (bNegativeEvent) return false; // do nothing on negative events CValue* propowner = GetParent(); CParser parser; parser.SetContext( propowner->AddRef()); CExpression* userexpr= NULL; if (m_type==KX_ACT_PROP_TOGGLE) { /* dont use */ CValue* newval; CValue* oldprop = propowner->GetProperty(m_propname); if (oldprop) { newval = new CBoolValue((oldprop->GetNumber()==0.0) ? true:false); oldprop->SetValue(newval); } else { /* as not been assigned, evaluate as false, so assign true */ newval = new CBoolValue(true); propowner->SetProperty(m_propname,newval); } newval->Release(); } else if ((userexpr = parser.ProcessText(m_exprtxt))) { switch (m_type) { case KX_ACT_PROP_ASSIGN: { CValue* newval = userexpr->Calculate(); CValue* oldprop = propowner->GetProperty(m_propname); if (oldprop) { oldprop->SetValue(newval); } else { propowner->SetProperty(m_propname,newval); } newval->Release(); break; } case KX_ACT_PROP_ADD: { CValue* oldprop = propowner->GetProperty(m_propname); if (oldprop) { // int waarde = (int)oldprop->GetNumber(); /*unused*/ CExpression* expr = new COperator2Expr(VALUE_ADD_OPERATOR,new CConstExpr(oldprop->AddRef()), userexpr->AddRef()); CValue* newprop = expr->Calculate(); oldprop->SetValue(newprop); newprop->Release(); expr->Release(); } break; } case KX_ACT_PROP_COPY: { if (m_sourceObj) { CValue* copyprop = m_sourceObj->GetProperty(m_exprtxt); if (copyprop) { CValue *val = copyprop->GetReplica(); GetParent()->SetProperty( m_propname, val); val->Release(); } } break; } /* case KX_ACT_PROP_TOGGLE: */ /* accounted for above, no need for userexpr */ default: { } } userexpr->Release(); } return result; }
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; };
void BL_ConvertProperties(Object* object,KX_GameObject* gameobj,SCA_TimeEventManager* timemgr,SCA_IScene* scene, bool isInActiveLayer) { bProperty* prop = (bProperty*)object->prop.first; CValue* propval; bool show_debug_info; while(prop) { propval = NULL; show_debug_info = bool (prop->flag & PROP_DEBUG); switch(prop->type) { case GPROP_BOOL: { propval = new CBoolValue((bool)(prop->data != 0)); gameobj->SetProperty(prop->name,propval); //promp->poin= &prop->data; break; } case GPROP_INT: { propval = new CIntValue((int)prop->data); gameobj->SetProperty(prop->name,propval); break; } case GPROP_FLOAT: { //prop->poin= &prop->data; float floatprop = *((float*)&prop->data); propval = new CFloatValue(floatprop); gameobj->SetProperty(prop->name,propval); } break; case GPROP_STRING: { //prop->poin= callocN(MAX_PROPSTRING, "property string"); propval = new CStringValue((char*)prop->poin,""); gameobj->SetProperty(prop->name,propval); break; } case GPROP_TIME: { float floatprop = *((float*)&prop->data); CValue* timeval = new CFloatValue(floatprop); // set a subproperty called 'timer' so that // we can register the replica of this property // at the time a game object is replicated (AddObjectActuator triggers this) CValue *bval = new CBoolValue(true); timeval->SetProperty("timer",bval); bval->Release(); if (isInActiveLayer) { timemgr->AddTimeProperty(timeval); } propval = timeval; gameobj->SetProperty(prop->name,timeval); } default: { // todo make an assert etc. } } if (propval) { if (show_debug_info) { scene->AddDebugProperty(gameobj,STR_String(prop->name)); } // done with propval, release it propval->Release(); } #ifdef WITH_PYTHON /* Warn if we double up on attributes, this isnt quite right since it wont find inherited attributes however there arnt many */ for(PyAttributeDef *attrdef = KX_GameObject::Attributes; attrdef->m_name; attrdef++) { if(strcmp(prop->name, attrdef->m_name)==0) { printf("Warning! user defined property name \"%s\" is also a python attribute for object \"%s\"\n\tUse ob[\"%s\"] syntax to avoid conflict\n", prop->name, object->id.name+2, prop->name); break; } } for(PyMethodDef *methdef = KX_GameObject::Methods; methdef->ml_name; methdef++) { if(strcmp(prop->name, methdef->ml_name)==0) { printf("Warning! user defined property name \"%s\" is also a python method for object \"%s\"\n\tUse ob[\"%s\"] syntax to avoid conflict\n", prop->name, object->id.name+2, prop->name); break; } } /* end warning check */ #endif // WITH_PYTHON prop = prop->next; } // check if state needs to be debugged if (object->scaflag & OB_DEBUGSTATE) { // reserve name for object state scene->AddDebugProperty(gameobj,STR_String("__state__")); } /* Font Objects need to 'copy' the Font Object data body to ["Text"] */ if (object->type == OB_FONT) { BL_ConvertTextProperty(object, (KX_FontObject *)gameobj, timemgr, scene, isInActiveLayer); } }
void BL_ConvertTextProperty(Object* object, KX_FontObject* fontobj,SCA_TimeEventManager* timemgr,SCA_IScene* scene, bool isInActiveLayer) { CValue* tprop = fontobj->GetProperty("Text"); if(!tprop) return; bProperty* prop = get_ob_property(object, "Text"); if(!prop) return; Curve *curve = static_cast<Curve *>(object->data); STR_String str = curve->str; CValue* propval = NULL; switch(prop->type) { case GPROP_BOOL: { int value = atoi(str); propval = new CBoolValue((bool)(value != 0)); tprop->SetValue(propval); break; } case GPROP_INT: { int value = atoi(str); propval = new CIntValue(value); tprop->SetValue(propval); break; } case GPROP_FLOAT: { float floatprop = atof(str); propval = new CFloatValue(floatprop); tprop->SetValue(propval); break; } case GPROP_STRING: { propval = new CStringValue(str, ""); tprop->SetValue(propval); break; } case GPROP_TIME: { float floatprop = atof(str); CValue* timeval = new CFloatValue(floatprop); // set a subproperty called 'timer' so that // we can register the replica of this property // at the time a game object is replicated (AddObjectActuator triggers this) CValue *bval = new CBoolValue(true); timeval->SetProperty("timer",bval); bval->Release(); if (isInActiveLayer) { timemgr->AddTimeProperty(timeval); } propval = timeval; tprop->SetValue(timeval); } default: { // todo make an assert etc. } } if (propval) { propval->Release(); } }
bool KX_IpoActuator::Update(double curtime, bool frame) { // result = true if animation has to be continued, false if animation stops // maybe there are events for us in the queue ! bool bNegativeEvent = false; bool numevents = false; bool bIpoStart = false; curtime -= KX_KetsjiEngine::GetSuspendedDelta(); if (frame) { numevents = m_posevent || m_negevent; bNegativeEvent = IsNegativeEvent(); RemoveAllEvents(); } float start_smaller_then_end = ( m_startframe < m_endframe ? 1.0f : -1.0f); bool result=true; if (!bNegativeEvent) { if (m_starttime < -2.0f*fabs(m_endframe - m_startframe)) { // start for all Ipo, initial start for LOOP_STOP m_starttime = curtime; m_bIpoPlaying = true; bIpoStart = true; } } switch ((IpoActType)m_type) { case KX_ACT_IPO_PLAY: { // Check if playing forwards. result = ! finished if (start_smaller_then_end > 0.f) result = (m_localtime < m_endframe && m_bIpoPlaying); else result = (m_localtime > m_endframe && m_bIpoPlaying); if (result) { SetLocalTime(curtime); /* Perform clamping */ ClampLocalTime(); if (bIpoStart) ((KX_GameObject*)GetParent())->InitIPO(m_ipo_as_force, m_ipo_add, m_ipo_local); ((KX_GameObject*)GetParent())->UpdateIPO(m_localtime,m_recurse); } else { m_localtime=m_startframe; m_direction=1; } break; } case KX_ACT_IPO_PINGPONG: { result = true; if (bNegativeEvent && !m_bIpoPlaying) result = false; else SetLocalTime(curtime); if (ClampLocalTime()) { result = false; m_direction = -m_direction; } if (bIpoStart && m_direction > 0) ((KX_GameObject*)GetParent())->InitIPO(m_ipo_as_force, m_ipo_add, m_ipo_local); ((KX_GameObject*)GetParent())->UpdateIPO(m_localtime,m_recurse); break; } case KX_ACT_IPO_FLIPPER: { if (bNegativeEvent && !m_bIpoPlaying) result = false; if (numevents) { float oldDirection = m_direction; if (bNegativeEvent) m_direction = -1; else m_direction = 1; if (m_direction != oldDirection) // changing direction, reset start time SetStartTime(curtime); } SetLocalTime(curtime); if (ClampLocalTime() && m_localtime == m_startframe) result = false; if (bIpoStart) ((KX_GameObject*)GetParent())->InitIPO(m_ipo_as_force, m_ipo_add, m_ipo_local); ((KX_GameObject*)GetParent())->UpdateIPO(m_localtime,m_recurse); break; } case KX_ACT_IPO_LOOPSTOP: { if (numevents) { if (bNegativeEvent) { result = false; m_bNegativeEvent = false; numevents = false; } if (!m_bIpoPlaying) { // Ipo was stopped, make sure we will restart from where it stopped SetStartTime(curtime); if (!bNegativeEvent) // positive signal will restart the Ipo m_bIpoPlaying = true; } } // fall through to loopend, and quit the ipo animation immediatly } case KX_ACT_IPO_LOOPEND: { if (numevents) { if (bNegativeEvent && m_bIpoPlaying) { m_bNegativeEvent = true; } } if (bNegativeEvent && !m_bIpoPlaying) { result = false; } else { if (m_localtime*start_smaller_then_end < m_endframe*start_smaller_then_end) { SetLocalTime(curtime); } else { if (!m_bNegativeEvent) { /* Perform wraparound */ SetLocalTime(curtime); if (start_smaller_then_end > 0.f) m_localtime = m_startframe + fmod(m_localtime - m_startframe, m_endframe - m_startframe); else m_localtime = m_startframe - fmod(m_startframe - m_localtime, m_startframe - m_endframe); SetStartTime(curtime); bIpoStart = true; } else { /* Perform clamping */ m_localtime=m_endframe; result = false; m_bNegativeEvent = false; } } } if (m_bIpoPlaying && bIpoStart) ((KX_GameObject*)GetParent())->InitIPO(m_ipo_as_force, m_ipo_add, m_ipo_local); ((KX_GameObject*)GetParent())->UpdateIPO(m_localtime,m_recurse); break; } case KX_ACT_IPO_KEY2KEY: { // not implemented yet result = false; break; } case KX_ACT_IPO_FROM_PROP: { result = !bNegativeEvent; CValue* propval = GetParent()->GetProperty(m_propname); if (propval) { m_localtime = propval->GetNumber(); if (bIpoStart) ((KX_GameObject*)GetParent())->InitIPO(m_ipo_as_force, m_ipo_add, m_ipo_local); ((KX_GameObject*)GetParent())->UpdateIPO(m_localtime,m_recurse); } else { result = false; } break; } default: result = false; } /* 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 (!result) { if (m_type != KX_ACT_IPO_LOOPSTOP) this->ResetStartTime(); m_bIpoPlaying = false; } return result; }
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; };