Files
blender/source/gameengine/Ketsji/BL_ActionManager.cpp
Mitchell Stokes 362b25b382 Fix T39928: Blender crash/freeze when game engine is started with animation played directly on camera object with parents.
Updating object IPOs is not currently thread-safe since it also updates
children. This leads to problems when parents and children are both
animated. For now, updating object IPOs is done in its own loop to avoid
threading issues.
2014-05-04 15:39:15 -07:00

116 lines
2.7 KiB
C++

/*
* ***** 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.
*
* Contributor(s): Mitchell Stokes.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file BL_ActionManager.cpp
* \ingroup ketsji
*/
#include "BL_ActionManager.h"
#include "BL_Action.h"
BL_ActionManager::BL_ActionManager(class KX_GameObject *obj)
{
for (int i=0; i<MAX_ACTION_LAYERS; ++i)
m_layers[i] = new BL_Action(obj);
}
BL_ActionManager::~BL_ActionManager()
{
for (int i=0; i<MAX_ACTION_LAYERS; ++i)
delete m_layers[i];
}
float BL_ActionManager::GetActionFrame(short layer)
{
return m_layers[layer]->GetFrame();
}
void BL_ActionManager::SetActionFrame(short layer, float frame)
{
m_layers[layer]->SetFrame(frame);
}
struct bAction *BL_ActionManager::GetCurrentAction(short layer)
{
return m_layers[layer]->GetAction();
}
void BL_ActionManager::SetPlayMode(short layer, short mode)
{
m_layers[layer]->SetPlayMode(mode);
}
void BL_ActionManager::SetTimes(short layer, float start, float end)
{
m_layers[layer]->SetTimes(start, end);
}
bool BL_ActionManager::PlayAction(const char* name,
float start,
float end,
short layer,
short priority,
float blendin,
short play_mode,
float layer_weight,
short ipo_flags,
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, blend_mode);
}
void BL_ActionManager::StopAction(short layer)
{
m_layers[layer]->Stop();
}
bool BL_ActionManager::IsActionDone(short layer)
{
return m_layers[layer]->IsDone();
}
void BL_ActionManager::Update(float curtime)
{
for (int i=0; i<MAX_ACTION_LAYERS; ++i)
{
if (!m_layers[i]->IsDone())
{
m_layers[i]->Update(curtime);
}
}
}
void BL_ActionManager::UpdateIPOs()
{
for (int i=0; i<MAX_ACTION_LAYERS; ++i)
{
if (!m_layers[i]->IsDone())
{
m_layers[i]->UpdateIPOs();
}
}
}