[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [39768] branches/soc-2011-pepper/source/ gameengine: BGE Animations: Various changes to make code reviewers happy:
Mitchell Stokes
mogurijin at gmail.com
Mon Aug 29 08:19:56 CEST 2011
Revision: 39768
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=39768
Author: moguri
Date: 2011-08-29 06:19:55 +0000 (Mon, 29 Aug 2011)
Log Message:
-----------
BGE Animations: Various changes to make code reviewers happy:
* Naming/style changes
* Taking advantage of switch statements
* Removing unneeded NULL checks
* etc
Modified Paths:
--------------
branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.cpp
branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.h
branches/soc-2011-pepper/source/gameengine/Converter/BL_ArmatureObject.cpp
branches/soc-2011-pepper/source/gameengine/Converter/BL_DeformableGameObject.cpp
branches/soc-2011-pepper/source/gameengine/Ketsji/BL_ActionManager.cpp
Modified: branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.cpp
===================================================================
--- branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.cpp 2011-08-29 03:20:15 UTC (rev 39767)
+++ branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.cpp 2011-08-29 06:19:55 UTC (rev 39768)
@@ -139,46 +139,51 @@
{
bool bNegativeEvent = false;
bool bPositiveEvent = false;
- bool use_continue = false;
+ bool bUseContinue = false;
KX_GameObject *obj = (KX_GameObject*)GetParent();
- short play_mode = BL_Action::ACT_MODE_PLAY;
- float start = m_startframe, end = m_endframe;
+ short playtype = BL_Action::ACT_MODE_PLAY;
+ float start = m_startframe;
+ float end = m_endframe;
// If we don't have an action, we can't do anything
if (!m_action)
return false;
- // Convert playmode
- if (m_playtype == ACT_ACTION_LOOP_END)
- play_mode = BL_Action::ACT_MODE_LOOP;
- else if (m_playtype == ACT_ACTION_LOOP_STOP)
- play_mode = BL_Action::ACT_MODE_LOOP;
- else if (m_playtype == ACT_ACTION_PINGPONG)
+ // Convert our playtype to one that BL_Action likes
+ switch(m_playtype)
{
- // We handle ping pong ourselves to increase compabitility with the pre-Pepper actuator
- play_mode = BL_Action::ACT_MODE_PLAY;
+ case ACT_ACTION_LOOP_END:
+ case ACT_ACTION_LOOP_STOP:
+ playtype = BL_Action::ACT_MODE_LOOP;
+ break;
+
+ case ACT_ACTION_PINGPONG:
+ // We handle ping pong ourselves to increase compabitility
+ // with files made prior to animation changes from GSoC 2011.
+ playtype = BL_Action::ACT_MODE_PLAY;
- if (m_flag & ACT_FLAG_REVERSE)
- {
- float tmp = start;
- start = end;
- end = tmp;
- m_localtime = end;
- }
- }
- else if (m_playtype == ACT_ACTION_FROM_PROP)
- {
- CValue* prop = GetParent()->GetProperty(m_propname);
+ if (m_flag & ACT_FLAG_REVERSE)
+ {
+ m_localtime = start;
+ start = end;
+ end = m_localtime;
+ }
- play_mode = BL_Action::ACT_MODE_PLAY;
- start = end = prop->GetNumber();
+ break;
+ case ACT_ACTION_FROM_PROP:
+ CValue* prop = GetParent()->GetProperty(m_propname);
+
+ playtype = BL_Action::ACT_MODE_PLAY;
+ start = end = prop->GetNumber();
+
+ break;
}
// Continue only really makes sense for play stop and flipper. All other modes go until they are complete.
if (m_flag & ACT_FLAG_CONTINUE &&
(m_playtype == ACT_ACTION_LOOP_STOP ||
m_playtype == ACT_ACTION_FLIPPER))
- use_continue = true;
+ bUseContinue = true;
// Handle events
@@ -189,15 +194,15 @@
RemoveAllEvents();
}
- if (use_continue && m_flag & ACT_FLAG_ACTIVE)
+ if (bUseContinue && (m_flag & ACT_FLAG_ACTIVE))
m_localtime = obj->GetActionFrame(m_layer);
if (bPositiveEvent)
{
- if (obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, m_blendin, play_mode, m_layer_weight, m_ipo_flags))
+ if (obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, m_blendin, playtype, m_layer_weight, m_ipo_flags))
{
m_flag |= ACT_FLAG_ACTIVE;
- if (use_continue)
+ if (bUseContinue)
obj->SetActionFrame(m_layer, m_localtime);
if (m_playtype == ACT_ACTION_PLAY)
@@ -225,33 +230,33 @@
if (m_localtime < min(m_startframe, m_endframe) || m_localtime > max(m_startframe, m_endframe))
m_localtime = m_startframe;
- if (m_playtype == ACT_ACTION_LOOP_STOP)
+ switch(m_playtype)
{
- obj->StopAction(m_layer); // Stop the action after getting the frame
+ case ACT_ACTION_LOOP_STOP:
+ obj->StopAction(m_layer); // Stop the action after getting the frame
- // We're done
- m_flag &= ~ACT_FLAG_ACTIVE;
- return false;
- }
- else if (m_playtype == ACT_ACTION_LOOP_END || m_playtype == ACT_ACTION_PINGPONG)
- {
- // Convert into a play and let it finish
- obj->SetPlayMode(m_layer, BL_Action::ACT_MODE_PLAY);
+ // We're done
+ m_flag &= ~ACT_FLAG_ACTIVE;
+ return false;
+ case ACT_ACTION_PINGPONG:
+ m_flag ^= ACT_FLAG_REVERSE;
+ // Now fallthrough to LOOP_END code
+ case ACT_ACTION_LOOP_END:
+ // Convert into a play and let it finish
+ obj->SetPlayMode(m_layer, BL_Action::ACT_MODE_PLAY);
- m_flag |= ACT_FLAG_PLAY_END;
+ m_flag |= ACT_FLAG_PLAY_END;
+ break;
+
+ case ACT_ACTION_FLIPPER:
+ // Convert into a play action and play back to the beginning
+ end = start;
+ start = obj->GetActionFrame(m_layer);
+ obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, 0, BL_Action::ACT_MODE_PLAY, m_layer_weight, m_ipo_flags);
- if (m_playtype == ACT_ACTION_PINGPONG)
- m_flag ^= ACT_FLAG_REVERSE;
+ m_flag |= ACT_FLAG_PLAY_END;
+ break;
}
- else if (m_playtype == ACT_ACTION_FLIPPER)
- {
- // Convert into a play action and play back to the beginning
- end = start;
- start = obj->GetActionFrame(m_layer);
- obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, 0, BL_Action::ACT_MODE_PLAY, m_layer_weight, m_ipo_flags);
-
- m_flag |= ACT_FLAG_PLAY_END;
- }
}
// Handle a frame property if it's defined
Modified: branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.h
===================================================================
--- branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.h 2011-08-29 03:20:15 UTC (rev 39767)
+++ branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.h 2011-08-29 06:19:55 UTC (rev 39768)
@@ -149,7 +149,7 @@
ACT_FLAG_KEYUP = 1<<2,
ACT_FLAG_ACTIVE = 1<<3,
ACT_FLAG_CONTINUE = 1<<4,
- ACT_FLAG_PLAY_END = 1<<5
+ ACT_FLAG_PLAY_END = 1<<5,
};
Modified: branches/soc-2011-pepper/source/gameengine/Converter/BL_ArmatureObject.cpp
===================================================================
--- branches/soc-2011-pepper/source/gameengine/Converter/BL_ArmatureObject.cpp 2011-08-29 03:20:15 UTC (rev 39767)
+++ branches/soc-2011-pepper/source/gameengine/Converter/BL_ArmatureObject.cpp 2011-08-29 06:19:55 UTC (rev 39768)
@@ -138,19 +138,22 @@
/* Only allowed for Poses with identical channels */
void game_blend_poses(bPose *dst, bPose *src, float srcweight/*, short mode*/)
-{
+{
+ short mode= ACTSTRIPMODE_BLEND;
+
bPoseChannel *dchan;
const bPoseChannel *schan;
bConstraint *dcon, *scon;
float dstweight;
int i;
- short mode = ACTSTRIPMODE_BLEND;
switch (mode){
case ACTSTRIPMODE_BLEND:
dstweight = 1.0F - srcweight;
break;
case ACTSTRIPMODE_ADD:
+ dstweight = 1.0F;
+ break;
default :
dstweight = 1.0F;
}
Modified: branches/soc-2011-pepper/source/gameengine/Converter/BL_DeformableGameObject.cpp
===================================================================
--- branches/soc-2011-pepper/source/gameengine/Converter/BL_DeformableGameObject.cpp 2011-08-29 03:20:15 UTC (rev 39767)
+++ branches/soc-2011-pepper/source/gameengine/Converter/BL_DeformableGameObject.cpp 2011-08-29 06:19:55 UTC (rev 39768)
@@ -92,10 +92,11 @@
{
// this check is normally superfluous: a shape deformer can only be created if the mesh
// has relative keys
- if (shape_deformer->GetKey() && shape_deformer->GetKey()->type==KEY_RELATIVE)
+ Key* key = shape_deformer->GetKey();
+ if (key && key->type==KEY_RELATIVE)
{
KeyBlock *kb;
- for (kb = (KeyBlock*)shape_deformer->GetKey()->block.first; kb; kb = (KeyBlock*)kb->next)
+ for (kb = (KeyBlock*)key->block.first; kb; kb = (KeyBlock*)kb->next)
{
shape.push_back(kb->curval);
}
Modified: branches/soc-2011-pepper/source/gameengine/Ketsji/BL_ActionManager.cpp
===================================================================
--- branches/soc-2011-pepper/source/gameengine/Ketsji/BL_ActionManager.cpp 2011-08-29 03:20:15 UTC (rev 39767)
+++ branches/soc-2011-pepper/source/gameengine/Ketsji/BL_ActionManager.cpp 2011-08-29 06:19:55 UTC (rev 39768)
@@ -37,42 +37,36 @@
BL_ActionManager::~BL_ActionManager()
{
for (int i=0; i<MAX_ACTION_LAYERS; ++i)
- if (m_layers[i])
- delete m_layers[i];
+ delete m_layers[i];
}
float BL_ActionManager::GetActionFrame(short layer)
{
- if (m_layers[layer])
- return m_layers[layer]->GetFrame();
+ return m_layers[layer]->GetFrame();
return 0.f;
}
void BL_ActionManager::SetActionFrame(short layer, float frame)
{
- if (m_layers[layer])
- m_layers[layer]->SetFrame(frame);
+ m_layers[layer]->SetFrame(frame);
}
struct bAction *BL_ActionManager::GetCurrentAction(short layer)
{
- if (m_layers[layer])
- return m_layers[layer]->GetAction();
+ return m_layers[layer]->GetAction();
return 0;
}
void BL_ActionManager::SetPlayMode(short layer, short mode)
{
- if (m_layers[layer])
- m_layers[layer]->SetPlayMode(mode);
+ m_layers[layer]->SetPlayMode(mode);
}
void BL_ActionManager::SetTimes(short layer, float start, float end)
{
- if (m_layers[layer])
- m_layers[layer]->SetTimes(start, end);
+ m_layers[layer]->SetTimes(start, end);
}
bool BL_ActionManager::PlayAction(const char* name,
@@ -99,8 +93,7 @@
bool BL_ActionManager::IsActionDone(short layer)
{
- if (m_layers[layer])
- return m_layers[layer]->IsDone();
+ return m_layers[layer]->IsDone();
return true;
}
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