[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [36942] branches/soc-2011-pepper/source/ gameengine/Converter: BGE Animation:
Mitchell Stokes
mogurijin at gmail.com
Fri May 27 05:45:53 CEST 2011
Revision: 36942
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=36942
Author: moguri
Date: 2011-05-27 03:45:52 +0000 (Fri, 27 May 2011)
Log Message:
-----------
BGE Animation:
* As per Aligorith's suggestion, I'm adding svn:eol-style = native to some files I added.
Modified Paths:
--------------
branches/soc-2011-pepper/source/gameengine/Converter/BL_Action.cpp
branches/soc-2011-pepper/source/gameengine/Converter/BL_Action.h
branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionManager.cpp
branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionManager.h
Property Changed:
----------------
branches/soc-2011-pepper/source/gameengine/Converter/BL_Action.cpp
branches/soc-2011-pepper/source/gameengine/Converter/BL_Action.h
branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionManager.cpp
branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionManager.h
Modified: branches/soc-2011-pepper/source/gameengine/Converter/BL_Action.cpp
===================================================================
--- branches/soc-2011-pepper/source/gameengine/Converter/BL_Action.cpp 2011-05-27 01:55:52 UTC (rev 36941)
+++ branches/soc-2011-pepper/source/gameengine/Converter/BL_Action.cpp 2011-05-27 03:45:52 UTC (rev 36942)
@@ -1,198 +1,198 @@
-/**
- * $Id$
- *
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-#include "BL_Action.h"
-#include "BL_ArmatureObject.h"
-#include "KX_GameObject.h"
-
-// These three are for getting the action from the logic manager
-#include "KX_Scene.h"
-#include "KX_PythonInit.h"
-#include "SCA_LogicManager.h"
-
-extern "C" {
-#include "BKE_animsys.h"
-#include "BKE_action.h"
-#include "RNA_access.h"
-#include "RNA_define.h"
-}
-
-BL_Action::BL_Action(class KX_GameObject* gameobj,
- const char* name,
- float start,
- float end,
- float blendin,
- short play_mode,
- short blend_mode)
-:
- m_obj(gameobj),
- m_startframe(start),
- m_endframe(end),
- m_blendin(blendin),
- m_playmode(play_mode),
- m_endtime(0.f),
- m_localtime(start),
- m_blendframe(0.f),
- m_blendstart(0.f),
- m_pose(NULL),
- m_blendpose(NULL),
- m_done(false)
-{
- m_starttime = KX_GetActiveEngine()->GetFrameTime();
- m_action = (bAction*)KX_GetActiveScene()->GetLogicManager()->GetActionByName(name);
-
- if (!m_action) printf("Failed to load action: %s\n", name);
-}
-
-BL_Action::~BL_Action()
-{
- if (m_pose)
- game_free_pose(m_pose);
- if (m_blendpose)
- game_free_pose(m_blendpose);
-}
-
-void BL_Action::SetLocalTime(float curtime)
-{
- float dt = (curtime-m_starttime)*KX_KetsjiEngine::GetAnimFrameRate();
-
- if (m_endframe < m_startframe)
- dt = -dt;
-
- m_localtime = m_startframe + dt;
-}
-
-void BL_Action::Update(float curtime)
-{
- curtime -= KX_KetsjiEngine::GetSuspendedDelta();
-
- SetLocalTime(curtime);
-
- // Handle wrap around
- if (m_localtime < m_startframe || m_localtime > 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)
- {
- bPose* prev_pose = NULL;
- BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj;
- obj->GetPose(&m_pose);
-
- // Save the old pose if we need to do some layer blending
- if (m_blendmode != ACT_BLEND_NONE)
- obj->GetMRDPose(&prev_pose);
-
- // Extract the pose from the action
- {
- struct PointerRNA id_ptr;
- Object *arm = obj->GetArmatureObject();
- bPose *temp = 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 = temp;
- }
-
- // Handle blending between layers
- switch(m_blendmode)
- {
- case ACT_BLEND_MIX:
- game_blend_poses(m_pose, prev_pose, 0.5f);
- break;
- case ACT_BLEND_NONE:
- default:
- break;
- }
-
- // Handle blending between actions
- if (m_blendin && m_blendframe<m_blendin)
- {
- if (!m_blendpose)
- {
- obj->GetMRDPose(&m_blendpose);
- m_blendstart = curtime;
- }
-
- // Calculate weight
- float weight = 1.f - (m_blendframe/m_blendin);
- game_blend_poses(m_pose, m_blendpose, weight);
-
- // Bump the blend frame
- m_blendframe = (curtime - m_blendstart)*KX_KetsjiEngine::GetAnimFrameRate();
-
- // Clamp
- if (m_blendframe>m_blendin)
- m_blendframe = m_blendin;
- }
- else
- {
- if (m_blendpose)
- {
- game_free_pose(m_blendpose);
- m_blendpose = NULL;
- }
- }
-
- obj->SetPose(m_pose);
-
- obj->SetActiveAction(NULL, 0, curtime);
-
- if (prev_pose)
- game_free_pose(prev_pose);
- }
- else
- {
- printf("Only armature actions are currently supported\n");
- }
-}
+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "BL_Action.h"
+#include "BL_ArmatureObject.h"
+#include "KX_GameObject.h"
+
+// These three are for getting the action from the logic manager
+#include "KX_Scene.h"
+#include "KX_PythonInit.h"
+#include "SCA_LogicManager.h"
+
+extern "C" {
+#include "BKE_animsys.h"
+#include "BKE_action.h"
+#include "RNA_access.h"
+#include "RNA_define.h"
+}
+
+BL_Action::BL_Action(class KX_GameObject* gameobj,
+ const char* name,
+ float start,
+ float end,
+ float blendin,
+ short play_mode,
+ short blend_mode)
+:
+ m_obj(gameobj),
+ m_startframe(start),
+ m_endframe(end),
+ m_blendin(blendin),
+ m_playmode(play_mode),
+ m_endtime(0.f),
+ m_localtime(start),
+ m_blendframe(0.f),
+ m_blendstart(0.f),
+ m_pose(NULL),
+ m_blendpose(NULL),
+ m_done(false)
+{
+ m_starttime = KX_GetActiveEngine()->GetFrameTime();
+ m_action = (bAction*)KX_GetActiveScene()->GetLogicManager()->GetActionByName(name);
+
+ if (!m_action) printf("Failed to load action: %s\n", name);
+}
+
+BL_Action::~BL_Action()
+{
+ if (m_pose)
+ game_free_pose(m_pose);
+ if (m_blendpose)
+ game_free_pose(m_blendpose);
+}
+
+void BL_Action::SetLocalTime(float curtime)
+{
+ float dt = (curtime-m_starttime)*KX_KetsjiEngine::GetAnimFrameRate();
+
+ if (m_endframe < m_startframe)
+ dt = -dt;
+
+ m_localtime = m_startframe + dt;
+}
+
+void BL_Action::Update(float curtime)
+{
+ curtime -= KX_KetsjiEngine::GetSuspendedDelta();
+
+ SetLocalTime(curtime);
+
+ // Handle wrap around
+ if (m_localtime < m_startframe || m_localtime > 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)
+ {
+ bPose* prev_pose = NULL;
+ BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj;
+ obj->GetPose(&m_pose);
+
+ // Save the old pose if we need to do some layer blending
+ if (m_blendmode != ACT_BLEND_NONE)
+ obj->GetMRDPose(&prev_pose);
+
+ // Extract the pose from the action
+ {
+ struct PointerRNA id_ptr;
+ Object *arm = obj->GetArmatureObject();
+ bPose *temp = 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 = temp;
+ }
+
+ // Handle blending between layers
+ switch(m_blendmode)
+ {
+ case ACT_BLEND_MIX:
+ game_blend_poses(m_pose, prev_pose, 0.5f);
+ break;
+ case ACT_BLEND_NONE:
+ default:
+ break;
+ }
+
+ // Handle blending between actions
+ if (m_blendin && m_blendframe<m_blendin)
+ {
+ if (!m_blendpose)
+ {
+ obj->GetMRDPose(&m_blendpose);
+ m_blendstart = curtime;
+ }
+
+ // Calculate weight
+ float weight = 1.f - (m_blendframe/m_blendin);
+ game_blend_poses(m_pose, m_blendpose, weight);
+
+ // Bump the blend frame
+ m_blendframe = (curtime - m_blendstart)*KX_KetsjiEngine::GetAnimFrameRate();
+
+ // Clamp
+ if (m_blendframe>m_blendin)
+ m_blendframe = m_blendin;
+ }
+ else
+ {
+ if (m_blendpose)
+ {
+ game_free_pose(m_blendpose);
+ m_blendpose = NULL;
+ }
+ }
+
+ obj->SetPose(m_pose);
+
+ obj->SetActiveAction(NULL, 0, curtime);
+
+ if (prev_pose)
+ game_free_pose(prev_pose);
+ }
+ else
+ {
+ printf("Only armature actions are currently supported\n");
+ }
+}
Property changes on: branches/soc-2011-pepper/source/gameengine/Converter/BL_Action.cpp
___________________________________________________________________
Added: svn:eol-style
+ native
Modified: branches/soc-2011-pepper/source/gameengine/Converter/BL_Action.h
===================================================================
--- branches/soc-2011-pepper/source/gameengine/Converter/BL_Action.h 2011-05-27 01:55:52 UTC (rev 36941)
+++ branches/soc-2011-pepper/source/gameengine/Converter/BL_Action.h 2011-05-27 03:45:52 UTC (rev 36942)
@@ -1,98 +1,98 @@
-/**
- * $Id$
- *
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
@@ Diff output truncated at 10240 characters. @@
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