BGE: Finally adding support for additive layer blending.

Currently this is only for the Python API. The logic brick will be updated in a future commit.
This commit is contained in:
Mitchell Stokes
2013-08-14 23:31:49 +00:00
parent c8f75fb5b1
commit 9afae77fed
11 changed files with 77 additions and 37 deletions

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@@ -1114,6 +1114,19 @@ See :class:`bge.types.KX_GameObject.playAction`
:value: 2
.. _gameobject-playaction-blend:
.. data:: KX_ACTION_BLEND_BLEND
Blend layers using linear interpolation
:value: 0
.. data:: KX_ACTION_BLEND_ADD
Adds the layers together
:value: 1
-------------
Mouse Buttons

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@@ -776,7 +776,7 @@ base class --- :class:`SCA_IObject`
Return the value matching key, or the default value if its not found.
:return: The key value or a default.
.. method:: playAction(name, start_frame, end_frame, layer=0, priority=0, blendin=0, play_mode=ACT_MODE_PLAY, layer_weight=0.0, ipo_flags=0, speed=1.0)
.. method:: playAction(name, start_frame, end_frame, layer=0, priority=0, blendin=0, play_mode=KX_ACTION_MODE_PLAY, layer_weight=0.0, ipo_flags=0, speed=1.0, blend_mode=KX_ACTION_BLEND_BLEND)
Plays an action.
@@ -794,12 +794,14 @@ base class --- :class:`SCA_IObject`
:type blendin: float
:arg play_mode: the play mode
:type play_mode: one of :ref:`these constants <gameobject-playaction-mode>`
:arg layer_weight: how much of the previous layer to use for blending (0 = add)
:arg layer_weight: how much of the previous layer to use for blending
:type layer_weight: float
:arg ipo_flags: flags for the old IPO behaviors (force, etc)
:type ipo_flags: int bitfield
:arg speed: the playback speed of the action as a factor (1.0 = normal speed, 2.0 = 2x speed, etc)
:type speed: float
:arg blend_mode: how to blend this layer with previous layers
:type blend_mode: one of :ref:`these constants <gameobject-playaction-blend>`
.. method:: stopAction(layer=0)

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@@ -32,6 +32,7 @@
#include "BL_ArmatureObject.h"
#include "BL_ActionActuator.h"
#include "BL_Action.h"
#include "KX_BlenderSceneConverter.h"
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
@@ -50,7 +51,6 @@
#include "DNA_armature_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_nla_types.h"
#include "DNA_constraint_types.h"
#include "KX_PythonSeq.h"
#include "KX_PythonInit.h"
@@ -137,25 +137,22 @@ void game_copy_pose(bPose **dst, bPose *src, int copy_constraint)
/* Only allowed for Poses with identical channels */
void game_blend_poses(bPose *dst, bPose *src, float srcweight/*, short mode*/)
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;
switch (mode) {
case ACTSTRIPMODE_BLEND:
dstweight = 1.0F - srcweight;
break;
case ACTSTRIPMODE_ADD:
dstweight = 1.0F;
break;
default :
dstweight = 1.0F;
if (mode == BL_Action::ACT_BLEND_BLEND)
{
dstweight = 1.0f - srcweight;
} else if (mode == BL_Action::ACT_BLEND_ADD)
{
dstweight = 1.0f;
} else {
dstweight = 1.0f;
}
schan= (bPoseChannel *)src->chanbase.first;
@@ -167,7 +164,7 @@ void game_blend_poses(bPose *dst, bPose *src, float srcweight/*, short mode*/)
copy_qt_qt(dquat, dchan->quat);
copy_qt_qt(squat, schan->quat);
if (mode==ACTSTRIPMODE_BLEND)
if (mode==BL_Action::ACT_BLEND_BLEND)
interp_qt_qtqt(dchan->quat, dquat, squat, srcweight);
else {
mul_fac_qt_fl(squat, srcweight);

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@@ -147,7 +147,7 @@ protected:
};
/* Pose function specific to the game engine */
void game_blend_poses(struct bPose *dst, struct bPose *src, float srcweight/*, short mode*/); /* was blend_poses */
void game_blend_poses(struct bPose *dst, struct bPose *src, float srcweight, short mode); /* was blend_poses */
//void extract_pose_from_pose(struct bPose *pose, const struct bPose *src);
void game_copy_pose(struct bPose **dst, struct bPose *src, int copy_con);
void game_free_pose(struct bPose *pose);

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@@ -65,7 +65,8 @@ BL_Action::BL_Action(class KX_GameObject* gameobj)
m_blendstart(0.f),
m_speed(0.f),
m_priority(0),
m_playmode(0),
m_playmode(ACT_MODE_PLAY),
m_blendmode(ACT_BLEND_BLEND),
m_ipo_flags(0),
m_done(true),
m_calc_localtime(true)
@@ -104,7 +105,8 @@ bool BL_Action::Play(const char* name,
short play_mode,
float layer_weight,
short ipo_flags,
float playback_speed)
float playback_speed,
short blend_mode)
{
// Only start playing a new action if we're done, or if
@@ -229,6 +231,7 @@ bool BL_Action::Play(const char* name,
m_endframe = end;
m_blendin = blendin;
m_playmode = play_mode;
m_blendmode = blend_mode;
m_endtime = 0.f;
m_blendframe = 0.f;
m_blendstart = 0.f;
@@ -423,7 +426,7 @@ void BL_Action::Update(float curtime)
float weight = 1.f - (m_blendframe/m_blendin);
// Blend the poses
game_blend_poses(m_pose, m_blendinpose, weight);
game_blend_poses(m_pose, m_blendinpose, weight, ACT_BLEND_BLEND);
}
@@ -431,7 +434,7 @@ void BL_Action::Update(float curtime)
if (m_layer_weight >= 0)
{
obj->GetMRDPose(&m_blendpose);
game_blend_poses(m_pose, m_blendpose, m_layer_weight);
game_blend_poses(m_pose, m_blendpose, m_layer_weight, m_blendmode);
}
obj->SetPose(m_pose);

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@@ -34,7 +34,6 @@
#include "MEM_guardedalloc.h"
#endif
class BL_Action
{
private:
@@ -64,6 +63,7 @@ private:
short m_priority;
short m_playmode;
short m_blendmode;
short m_ipo_flags;
@@ -91,7 +91,8 @@ public:
short play_mode,
float layer_weight,
short ipo_flags,
float playback_speed);
float playback_speed,
short blend_mode);
/**
* Stop playing the action
*/
@@ -114,7 +115,7 @@ public:
void SetPlayMode(short play_mode);
void SetTimes(float start, float end);
enum
enum
{
ACT_MODE_PLAY = 0,
ACT_MODE_LOOP,
@@ -122,6 +123,13 @@ public:
ACT_MODE_MAX,
};
enum
{
ACT_BLEND_BLEND=0,
ACT_BLEND_ADD=1,
ACT_BLEND_MAX,
};
enum
{
ACT_IPOFLAG_FORCE = 1,

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@@ -25,6 +25,7 @@
*/
#include "BL_ActionManager.h"
#include "BL_Action.h"
BL_ActionManager::BL_ActionManager(class KX_GameObject *obj)
{
@@ -72,12 +73,13 @@ bool BL_ActionManager::PlayAction(const char* name,
short play_mode,
float layer_weight,
short ipo_flags,
float playback_speed)
float playback_speed,
short blend_mode)
{
// Disable layer blending on the first layer
if (layer == 0) layer_weight = -1.f;
return m_layers[layer]->Play(name, start, end, priority, blendin, play_mode, layer_weight, ipo_flags, playback_speed);
return m_layers[layer]->Play(name, start, end, priority, blendin, play_mode, layer_weight, ipo_flags, playback_speed, blend_mode);
}
void BL_ActionManager::StopAction(short layer)

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@@ -27,10 +27,10 @@
#ifndef __BL_ACTIONMANAGER_H__
#define __BL_ACTIONMANAGER_H__
#include "BL_Action.h"
#define MAX_ACTION_LAYERS 8
class BL_Action;
/**
* BL_ActionManager is responsible for handling a KX_GameObject's actions.
*/
@@ -52,7 +52,8 @@ public:
short play_mode=0,
float layer_weight=0.f,
short ipo_flags=0,
float playback_speed=1.f);
float playback_speed=1.f,
short blend_mode=0);
/**
* Gets the current frame of an action
*/

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@@ -73,6 +73,7 @@ typedef unsigned long uint_ptr;
#include "KX_ObstacleSimulation.h"
#include "BL_ActionManager.h"
#include "BL_Action.h"
#include "PyObjectPlus.h" /* python stuff */
@@ -429,9 +430,10 @@ bool KX_GameObject::PlayAction(const char* name,
short play_mode,
float layer_weight,
short ipo_flags,
float playback_speed)
float playback_speed,
short blend_mode)
{
return GetActionManager()->PlayAction(name, start, end, layer, priority, blendin, play_mode, layer_weight, ipo_flags, playback_speed);
return GetActionManager()->PlayAction(name, start, end, layer, priority, blendin, play_mode, layer_weight, ipo_flags, playback_speed, blend_mode);
}
void KX_GameObject::StopAction(short layer)
@@ -3311,11 +3313,12 @@ KX_PYMETHODDEF_DOC(KX_GameObject, playAction,
short layer=0, priority=0;
short ipo_flags=0;
short play_mode=0;
short blend_mode=0;
static const char *kwlist[] = {"name", "start_frame", "end_frame", "layer", "priority", "blendin", "play_mode", "layer_weight", "ipo_flags", "speed", NULL};
static const char *kwlist[] = {"name", "start_frame", "end_frame", "layer", "priority", "blendin", "play_mode", "layer_weight", "ipo_flags", "speed", "blend_mode", NULL};
if (!PyArg_ParseTupleAndKeywords(args, kwds, "sff|hhfhfhf:playAction", const_cast<char**>(kwlist),
&name, &start, &end, &layer, &priority, &blendin, &play_mode, &layer_weight, &ipo_flags, &speed))
if (!PyArg_ParseTupleAndKeywords(args, kwds, "sff|hhfhfhfh:playAction", const_cast<char**>(kwlist),
&name, &start, &end, &layer, &priority, &blendin, &play_mode, &layer_weight, &ipo_flags, &speed, &blend_mode))
return NULL;
layer_check(layer, "playAction");
@@ -3323,7 +3326,13 @@ KX_PYMETHODDEF_DOC(KX_GameObject, playAction,
if (play_mode < 0 || play_mode > BL_Action::ACT_MODE_MAX)
{
printf("KX_GameObject.playAction(): given play_mode (%d) is out of range (0 - %d), setting to ACT_MODE_PLAY", play_mode, BL_Action::ACT_MODE_MAX-1);
play_mode = BL_Action::ACT_MODE_MAX;
play_mode = BL_Action::ACT_MODE_PLAY;
}
if (blend_mode < 0 || blend_mode > BL_Action::ACT_BLEND_MAX)
{
printf("KX_GameObject.playAction(): given blend_mode (%d) is out of range (0 - %d), setting to ACT_BLEND_BLEND", blend_mode, BL_Action::ACT_BLEND_MAX-1);
blend_mode = BL_Action::ACT_BLEND_BLEND;
}
if (layer_weight < 0.f || layer_weight > 1.f)
@@ -3332,7 +3341,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, playAction,
layer_weight = 0.f;
}
PlayAction(name, start, end, layer, priority, blendin, play_mode, layer_weight, ipo_flags, speed);
PlayAction(name, start, end, layer, priority, blendin, play_mode, layer_weight, ipo_flags, speed, blend_mode);
Py_RETURN_NONE;
}

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@@ -255,7 +255,8 @@ public:
short play_mode=0,
float layer_weight=0.f,
short ipo_flags=0,
float playback_speed=1.f);
float playback_speed=1.f,
short blend_mode=0);
/**
* Gets the current frame of an action

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@@ -1820,6 +1820,10 @@ PyObject *initGameLogic(KX_KetsjiEngine *engine, KX_Scene* scene) // quick hack
KX_MACRO_addTypesToDict(d, KX_ACTION_MODE_LOOP, BL_Action::ACT_MODE_LOOP);
KX_MACRO_addTypesToDict(d, KX_ACTION_MODE_PING_PONG, BL_Action::ACT_MODE_PING_PONG);
/* BL_Action blend modes */
KX_MACRO_addTypesToDict(d, KX_ACTION_BLEND_BLEND, BL_Action::ACT_BLEND_BLEND);
KX_MACRO_addTypesToDict(d, KX_ACTION_BLEND_ADD, BL_Action::ACT_BLEND_ADD);
// Check for errors
if (PyErr_Occurred())
{