示例#1
0
BL_Action::~BL_Action()
{
	if (m_pose)
		game_free_pose(m_pose);
	if (m_blendpose)
		game_free_pose(m_blendpose);
	if (m_blendinpose)
		game_free_pose(m_blendinpose);
	ClearControllerList();
}
示例#2
0
void BL_Action::UpdateIPOs()
{
	/* This function does nothing if the scene graph controllers are already removed
	 * by ClearControllerList. */
	m_obj->UpdateIPO(m_localframe, m_ipo_flags & ACT_IPOFLAG_CHILD);

	// If the action is done we can remove its scene graph IPO controller.
	if (m_done) {
		ClearControllerList();
	}
}
示例#3
0
BL_Action::~BL_Action()
{
	if (m_blendpose)
		BKE_pose_free(m_blendpose);
	if (m_blendinpose)
		BKE_pose_free(m_blendinpose);
	ClearControllerList();

	if (m_tmpaction) {
		BKE_libblock_free(G.main, m_tmpaction);
		m_tmpaction = NULL;
	}
}
示例#4
0
bool BL_Action::Play(const char* name,
					float start,
					float end,
					short priority,
					float blendin,
					short play_mode,
					float layer_weight,
					short ipo_flags,
					float playback_speed)
{

	// Only start playing a new action if we're done, or if
	// the new action has a higher priority
	if (!IsDone() && priority > m_priority)
		return false;
	m_priority = priority;
	bAction* prev_action = m_action;

	// First try to load the action
	m_action = (bAction*)KX_GetActiveScene()->GetLogicManager()->GetActionByName(name);
	if (!m_action)
	{
		printf("Failed to load action: %s\n", name);
		m_done = true;
		return false;
	}

	// If we have the same settings, don't play again
	// This is to resolve potential issues with pulses on sensors such as the ones
	// reported in bug #29412. The fix is here so it works for both logic bricks and Python.
	// However, this may eventually lead to issues where a user wants to override an already
	// playing action with the same action and settings. If this becomes an issue,
	// then this fix may have to be re-evaluated.
	if (!IsDone() && m_action == prev_action && m_startframe == start && m_endframe == end
			&& m_priority == priority && m_speed == playback_speed)
		return false;

	if (prev_action != m_action)
	{
		// First get rid of any old controllers
		ClearControllerList();

		// Create an SG_Controller
		SG_Controller *sg_contr = BL_CreateIPO(m_action, m_obj, KX_GetActiveScene()->GetSceneConverter());
		m_sg_contr_list.push_back(sg_contr);
		m_obj->GetSGNode()->AddSGController(sg_contr);
		sg_contr->SetObject(m_obj->GetSGNode());

		// Extra controllers
		if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_LIGHT)
		{
			sg_contr = BL_CreateLampIPO(m_action, m_obj, KX_GetActiveScene()->GetSceneConverter());
			m_sg_contr_list.push_back(sg_contr);
			m_obj->GetSGNode()->AddSGController(sg_contr);
			sg_contr->SetObject(m_obj->GetSGNode());
		}
		else if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_CAMERA)
		{
			sg_contr = BL_CreateCameraIPO(m_action, m_obj, KX_GetActiveScene()->GetSceneConverter());
			m_sg_contr_list.push_back(sg_contr);
			m_obj->GetSGNode()->AddSGController(sg_contr);
			sg_contr->SetObject(m_obj->GetSGNode());
		}
	}
	
	m_ipo_flags = ipo_flags;
	InitIPO();

	// Setup blendin shapes/poses
	if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
	{
		BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj;
		obj->GetMRDPose(&m_blendinpose);
	}
	else
	{
		BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj;
		BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());
		
		if (shape_deformer && shape_deformer->GetKey())
		{
			obj->GetShape(m_blendinshape);

			// Now that we have the previous blend shape saved, we can clear out the key to avoid any
			// further interference.
			KeyBlock *kb;
			for (kb=(KeyBlock*)shape_deformer->GetKey()->block.first; kb; kb=(KeyBlock*)kb->next)
				kb->curval = 0.f;
		}
	}

	// Now that we have an action, we have something we can play
	m_starttime = -1.f; // We get the start time on our first update
	m_startframe = m_localtime = start;
	m_endframe = end;
	m_blendin = blendin;
	m_playmode = play_mode;
	m_endtime = 0.f;
	m_blendframe = 0.f;
	m_blendstart = 0.f;
	m_speed = playback_speed;
	m_layer_weight = layer_weight;
	
	m_done = false;

	return true;
}
示例#5
0
bool BL_Action::Play(const char* name,
					float start,
					float end,
					short priority,
					float blendin,
					short play_mode,
					float layer_weight,
					short ipo_flags,
					float playback_speed)
{

	// Only start playing a new action if we're done, or if
	// the new action has a higher priority
	if (priority != 0 && !IsDone() && priority >= m_priority)
		return false;
	m_priority = priority;
	bAction* prev_action = m_action;

	// First try to load the action
	m_action = (bAction*)KX_GetActiveScene()->GetLogicManager()->GetActionByName(name);
	if (!m_action)
	{
		printf("Failed to load action: %s\n", name);
		m_done = true;
		return false;
	}

	if (prev_action != m_action)
	{
		// First get rid of any old controllers
		ClearControllerList();

		// Create an SG_Controller
		SG_Controller *sg_contr = BL_CreateIPO(m_action, m_obj, KX_GetActiveScene()->GetSceneConverter());
		m_sg_contr_list.push_back(sg_contr);
		m_obj->GetSGNode()->AddSGController(sg_contr);
		sg_contr->SetObject(m_obj->GetSGNode());

		// Extra controllers
		if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_LIGHT)
		{
			sg_contr = BL_CreateLampIPO(m_action, m_obj, KX_GetActiveScene()->GetSceneConverter());
			m_sg_contr_list.push_back(sg_contr);
			m_obj->GetSGNode()->AddSGController(sg_contr);
			sg_contr->SetObject(m_obj->GetSGNode());
		}
		else if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_CAMERA)
		{
			sg_contr = BL_CreateCameraIPO(m_action, m_obj, KX_GetActiveScene()->GetSceneConverter());
			m_sg_contr_list.push_back(sg_contr);
			m_obj->GetSGNode()->AddSGController(sg_contr);
			sg_contr->SetObject(m_obj->GetSGNode());
		}
	}
	
	m_ipo_flags = ipo_flags;
	InitIPO();

	// Setup blendin shapes/poses
	if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
	{
		BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj;
		obj->GetMRDPose(&m_blendinpose);
	}
	else
	{
		BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj;
		BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());
		
		if (shape_deformer && shape_deformer->GetKey())
		{
			obj->GetShape(m_blendinshape);

			// Now that we have the previous blend shape saved, we can clear out the key to avoid any
			// further interference.
			KeyBlock *kb;
			for (kb=(KeyBlock*)shape_deformer->GetKey()->block.first; kb; kb=(KeyBlock*)kb->next)
				kb->curval = 0.f;
		}
	}

	// Now that we have an action, we have something we can play
	m_starttime = KX_GetActiveEngine()->GetFrameTime();
	m_startframe = m_localtime = start;
	m_endframe = end;
	m_blendin = blendin;
	m_playmode = play_mode;
	m_endtime = 0.f;
	m_blendframe = 0.f;
	m_blendstart = 0.f;
	m_speed = playback_speed;
	m_layer_weight = layer_weight;
	
	m_done = false;

	return true;
}
示例#6
0
bool BL_Action::Play(const std::string& name,
					float start,
					float end,
					short priority,
					float blendin,
					short play_mode,
					float layer_weight,
					short ipo_flags,
					float playback_speed,
					short blend_mode)
{

	// Only start playing a new action if we're done, or if
	// the new action has a higher priority
	if (!IsDone() && priority > m_priority)
		return false;
	m_priority = priority;
	bAction* prev_action = m_action;

	KX_Scene* kxscene = m_obj->GetScene();

	// First try to load the action
	m_action = (bAction*)kxscene->GetLogicManager()->GetActionByName(name);
	if (!m_action)
	{
		CM_Error("failed to load action: " << name);
		m_done = true;
		return false;
	}

	// If we have the same settings, don't play again
	// This is to resolve potential issues with pulses on sensors such as the ones
	// reported in bug #29412. The fix is here so it works for both logic bricks and Python.
	// However, this may eventually lead to issues where a user wants to override an already
	// playing action with the same action and settings. If this becomes an issue,
	// then this fix may have to be re-evaluated.
	if (!IsDone() && m_action == prev_action && m_startframe == start && m_endframe == end
			&& m_priority == priority && m_speed == playback_speed)
		return false;

	// Keep a copy of the action for threading purposes
	if (m_tmpaction) {
		BKE_libblock_free(G.main, m_tmpaction);
		m_tmpaction = NULL;
	}
	m_tmpaction = BKE_action_copy(G.main, m_action);

	// First get rid of any old controllers
	ClearControllerList();

	// Create an SG_Controller
	SG_Controller *sg_contr = BL_CreateIPO(m_action, m_obj, kxscene->GetSceneConverter());
	m_sg_contr_list.push_back(sg_contr);
	m_obj->GetSGNode()->AddSGController(sg_contr);
	sg_contr->SetObject(m_obj->GetSGNode());

	// World
	sg_contr = BL_CreateWorldIPO(m_action, kxscene->GetBlenderScene()->world, kxscene->GetSceneConverter());
	if (sg_contr) {
		m_sg_contr_list.push_back(sg_contr);
		m_obj->GetSGNode()->AddSGController(sg_contr);
		sg_contr->SetObject(m_obj->GetSGNode());
	}

	// Try obcolor
	sg_contr = BL_CreateObColorIPO(m_action, m_obj, kxscene->GetSceneConverter());
	if (sg_contr) {
		m_sg_contr_list.push_back(sg_contr);
		m_obj->GetSGNode()->AddSGController(sg_contr);
		sg_contr->SetObject(m_obj->GetSGNode());
	}

	// Now try materials
	for (int matidx = 1; matidx <= m_obj->GetBlenderObject()->totcol; ++matidx) {
		Material *mat = give_current_material(m_obj->GetBlenderObject(), matidx);
		if (!mat) {
			continue;
		}

		KX_BlenderSceneConverter *converter = kxscene->GetSceneConverter();
		RAS_IPolyMaterial *polymat = converter->FindCachedPolyMaterial(kxscene, mat);
		if (!polymat) {
			continue;
		}

		sg_contr = BL_CreateMaterialIpo(m_action, mat, polymat, m_obj, converter);
		if (sg_contr) {
			m_sg_contr_list.push_back(sg_contr);
			m_obj->GetSGNode()->AddSGController(sg_contr);
			sg_contr->SetObject(m_obj->GetSGNode());
		}
	}

	// Extra controllers
	if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_LIGHT)
	{
		sg_contr = BL_CreateLampIPO(m_action, m_obj, kxscene->GetSceneConverter());
		m_sg_contr_list.push_back(sg_contr);
		m_obj->GetSGNode()->AddSGController(sg_contr);
		sg_contr->SetObject(m_obj->GetSGNode());
	}
	else if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_CAMERA)
	{
		sg_contr = BL_CreateCameraIPO(m_action, m_obj, kxscene->GetSceneConverter());
		m_sg_contr_list.push_back(sg_contr);
		m_obj->GetSGNode()->AddSGController(sg_contr);
		sg_contr->SetObject(m_obj->GetSGNode());
	}
	
	m_ipo_flags = ipo_flags;
	InitIPO();

	// Setup blendin shapes/poses
	if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
	{
		BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj;
		obj->GetPose(&m_blendinpose);
	}
	else
	{
		BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj;
		BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());
		
		if (shape_deformer && shape_deformer->GetKey())
		{
			obj->GetShape(m_blendinshape);

			// Now that we have the previous blend shape saved, we can clear out the key to avoid any
			// further interference.
			KeyBlock *kb;
			for (kb=(KeyBlock *)shape_deformer->GetKey()->block.first; kb; kb=(KeyBlock *)kb->next)
				kb->curval = 0.f;
		}
	}

	// Now that we have an action, we have something we can play
	m_starttime = KX_GetActiveEngine()->GetFrameTime() - kxscene->getSuspendedDelta();
	m_startframe = m_localframe = start;
	m_endframe = end;
	m_blendin = blendin;
	m_playmode = play_mode;
	m_blendmode = blend_mode;
	m_blendframe = 0.f;
	m_blendstart = 0.f;
	m_speed = playback_speed;
	m_layer_weight = layer_weight;
	
	m_done = false;
	m_appliedToObject = false;

	m_prevUpdate = -1.0f;

	return true;
}
示例#7
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;

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

			animsys_evaluate_action(&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();

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

			animsys_evaluate_action(&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);
	}

	if (m_done)
		ClearControllerList();
}