Revision: 38173
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=38173
Author:   moguri
Date:     2011-07-07 03:53:24 +0000 (Thu, 07 Jul 2011)
Log Message:
-----------
BGE Animations: Removing unused code and adding some more comments.

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/Ketsji/BL_Action.cpp
    branches/soc-2011-pepper/source/gameengine/Ketsji/BL_Action.h
    branches/soc-2011-pepper/source/gameengine/Ketsji/BL_ActionManager.cpp
    branches/soc-2011-pepper/source/gameengine/Ketsji/BL_ActionManager.h
    branches/soc-2011-pepper/source/gameengine/Ketsji/KX_GameObject.h

Modified: 
branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.cpp
===================================================================
--- branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.cpp  
2011-07-07 03:35:48 UTC (rev 38172)
+++ branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.cpp  
2011-07-07 03:53:24 UTC (rev 38173)
@@ -135,59 +135,6 @@
        return replica;
 }
 
-#if 0
-bool BL_ActionActuator::ClampLocalTime()
-{
-       if (m_startframe < m_endframe)
-       {
-               if (m_localtime < m_startframe)
-               {
-                       m_localtime = m_startframe;
-                       return true;
-               } 
-               else if (m_localtime > m_endframe)
-               {
-                       m_localtime = m_endframe;
-                       return true;
-               }
-       } else {
-               if (m_localtime > m_startframe)
-               {
-                       m_localtime = m_startframe;
-                       return true;
-               }
-               else if (m_localtime < m_endframe)
-               {
-                       m_localtime = m_endframe;
-                       return true;
-               }
-       }
-       return false;
-}
-
-void BL_ActionActuator::SetStartTime(float curtime)
-{
-       float direction = m_startframe < m_endframe ? 1.0 : -1.0;
-       
-       if (!(m_flag & ACT_FLAG_REVERSE))
-               m_starttime = curtime - direction*(m_localtime - 
m_startframe)/KX_KetsjiEngine::GetAnimFrameRate();
-       else
-               m_starttime = curtime - direction*(m_endframe - 
m_localtime)/KX_KetsjiEngine::GetAnimFrameRate();
-}
-
-void BL_ActionActuator::SetLocalTime(float curtime)
-{
-       float delta_time = (curtime - 
m_starttime)*KX_KetsjiEngine::GetAnimFrameRate();
-       
-       if (m_endframe < m_startframe)
-               delta_time = -delta_time;
-
-       if (!(m_flag & ACT_FLAG_REVERSE))
-               m_localtime = m_startframe + delta_time;
-       else
-               m_localtime = m_endframe - delta_time;
-}
-#endif
 bool BL_ActionActuator::Update(double curtime, bool frame)
 {
        bool bNegativeEvent = false;
@@ -309,314 +256,6 @@
        return true;
 }
 
-#if 0 // Kept around as reference for now
-bool BL_ActionActuator::Update(double curtime, bool frame)
-{
-       bool bNegativeEvent = false;
-       bool bPositiveEvent = false;
-       bool keepgoing = true;
-       bool wrap = false;
-       bool apply=true;
-       int     priority;
-       float newweight;
-
-       curtime -= KX_KetsjiEngine::GetSuspendedDelta();
-       
-       // result = true if animation has to be continued, false if animation 
stops
-       // maybe there are events for us in the queue !
-       if (frame)
-       {
-               bNegativeEvent = m_negevent;
-               bPositiveEvent = m_posevent;
-               RemoveAllEvents();
-               
-               if (bPositiveEvent)
-                       m_flag |= ACT_FLAG_ACTIVE;
-               
-               if (bNegativeEvent)
-               {
-                       // dont continue where we left off when restarting
-                       if (m_end_reset) {
-                               m_flag &= ~ACT_FLAG_LOCKINPUT;
-                       }
-                       
-                       if (!(m_flag & ACT_FLAG_ACTIVE))
-                               return false;
-                       m_flag &= ~ACT_FLAG_ACTIVE;
-               }
-       }
-       
-       /*      We know that action actuators have been discarded from all non 
armature objects:
-       if we're being called, we're attached to a BL_ArmatureObject */
-       BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent();
-       float length = m_endframe - m_startframe;
-       
-       priority = m_priority;
-       
-       /* Determine pre-incrementation behaviour and set appropriate flags */
-       switch (m_playtype){
-       case ACT_ACTION_MOTION:
-               if (bNegativeEvent){
-                       keepgoing=false;
-                       apply=false;
-               };
-               break;
-       case ACT_ACTION_FROM_PROP:
-               if (bNegativeEvent){
-                       apply=false;
-                       keepgoing=false;
-               }
-               break;
-       case ACT_ACTION_LOOP_END:
-               if (bPositiveEvent){
-                       if (!(m_flag & ACT_FLAG_LOCKINPUT)){
-                               m_flag &= ~ACT_FLAG_KEYUP;
-                               m_flag &= ~ACT_FLAG_REVERSE;
-                               m_flag |= ACT_FLAG_LOCKINPUT;
-                               m_localtime = m_startframe;
-                               m_starttime = curtime;
-                       }
-               }
-               if (bNegativeEvent){
-                       m_flag |= ACT_FLAG_KEYUP;
-               }
-               break;
-       case ACT_ACTION_LOOP_STOP:
-               if (bPositiveEvent){
-                       if (!(m_flag & ACT_FLAG_LOCKINPUT)){
-                               m_flag &= ~ACT_FLAG_REVERSE;
-                               m_flag &= ~ACT_FLAG_KEYUP;
-                               m_flag |= ACT_FLAG_LOCKINPUT;
-                               SetStartTime(curtime);
-                       }
-               }
-               if (bNegativeEvent){
-                       m_flag |= ACT_FLAG_KEYUP;
-                       m_flag &= ~ACT_FLAG_LOCKINPUT;
-                       keepgoing=false;
-                       apply=false;
-               }
-               break;
-       case ACT_ACTION_PINGPONG:
-               if (bPositiveEvent){
-                       if (!(m_flag & ACT_FLAG_LOCKINPUT)){
-                               m_flag &= ~ACT_FLAG_KEYUP;
-                               m_localtime = m_starttime;
-                               m_starttime = curtime;
-                               m_flag |= ACT_FLAG_LOCKINPUT;
-                       }
-               }
-               break;
-       case ACT_ACTION_FLIPPER:
-               if (bPositiveEvent){
-                       if (!(m_flag & ACT_FLAG_LOCKINPUT)){
-                               m_flag &= ~ACT_FLAG_REVERSE;
-                               m_flag |= ACT_FLAG_LOCKINPUT;
-                               SetStartTime(curtime);
-                       }
-               }
-               else if (bNegativeEvent){
-                       m_flag |= ACT_FLAG_REVERSE;
-                       m_flag &= ~ACT_FLAG_LOCKINPUT;
-                       SetStartTime(curtime);
-               }
-               break;
-       case ACT_ACTION_PLAY:
-               if (bPositiveEvent){
-                       if (!(m_flag & ACT_FLAG_LOCKINPUT)){
-                               m_flag &= ~ACT_FLAG_REVERSE;
-                               m_localtime = m_starttime;
-                               m_starttime = curtime;
-                               m_flag |= ACT_FLAG_LOCKINPUT;
-                       }
-               }
-               break;
-       default:
-               break;
-       }
-       
-       /* Perform increment */
-       if (keepgoing){
-               if (m_playtype == ACT_ACTION_MOTION){
-                       MT_Point3       newpos;
-                       MT_Point3       deltapos;
-                       
-                       newpos = obj->NodeGetWorldPosition();
-                       
-                       /* Find displacement */
-                       deltapos = newpos-m_lastpos;
-                       m_localtime += (length/m_stridelength) * 
deltapos.length();
-                       m_lastpos = newpos;
-               }
-               else{
-                       SetLocalTime(curtime);
-               }
-       }
-       
-       /* Check if a wrapping response is needed */
-       if (length){
-               if (m_localtime < m_startframe || m_localtime > m_endframe)
-               {
-                       m_localtime = m_startframe + fmod(m_localtime, length);
-                       wrap = true;
-               }
-       }
-       else
-               m_localtime = m_startframe;
-       
-       /* Perform post-increment tasks */
-       switch (m_playtype){
-       case ACT_ACTION_FROM_PROP:
-               {
-                       CValue* propval = GetParent()->GetProperty(m_propname);
-                       if (propval)
-                               m_localtime = propval->GetNumber();
-                       
-                       if (bNegativeEvent){
-                               keepgoing=false;
-                       }
-               }
-               break;
-       case ACT_ACTION_MOTION:
-               break;
-       case ACT_ACTION_LOOP_STOP:
-               break;
-       case ACT_ACTION_PINGPONG:
-               if (wrap){
-                       if (!(m_flag & ACT_FLAG_REVERSE))
-                               m_localtime = m_endframe;
-                       else 
-                               m_localtime = m_startframe;
-
-                       m_flag &= ~ACT_FLAG_LOCKINPUT;
-                       m_flag ^= ACT_FLAG_REVERSE; //flip direction
-                       keepgoing = false;
-               }
-               break;
-       case ACT_ACTION_FLIPPER:
-               if (wrap){
-                       if (!(m_flag & ACT_FLAG_REVERSE)){
-                               m_localtime=m_endframe;
-                               //keepgoing = false;
-                       }
-                       else {
-                               m_localtime=m_startframe;
-                               keepgoing = false;
-                       }
-               }
-               break;
-       case ACT_ACTION_LOOP_END:
-               if (wrap){
-                       if (m_flag & ACT_FLAG_KEYUP){
-                               keepgoing = false;
-                               m_localtime = m_endframe;
-                               m_flag &= ~ACT_FLAG_LOCKINPUT;
-                       }
-                       SetStartTime(curtime);
-               }
-               break;
-       case ACT_ACTION_PLAY:
-               if (wrap){
-                       m_localtime = m_endframe;
-                       keepgoing = false;
-                       m_flag &= ~ACT_FLAG_LOCKINPUT;
-               }
-               break;
-       default:
-               keepgoing = false;
-               break;
-       }
-       
-       /* Set the property if its defined */
-       if (m_framepropname[0] != '\0') {
-               CValue* propowner = GetParent();
-               CValue* oldprop = propowner->GetProperty(m_framepropname);
-               CValue* newval = new CFloatValue(m_localtime);
-               if (oldprop) {
-                       oldprop->SetValue(newval);
-               } else {
-                       propowner->SetProperty(m_framepropname, newval);
-               }
-               newval->Release();
-       }
-       
-       if (bNegativeEvent)
-               m_blendframe=0.0;
-       
-       /* Apply the pose if necessary*/
-       if (apply){
-
-               /* Priority test */
-               if (obj->SetActiveAction(this, priority, curtime)){
-                       
-                       /* Get the underlying pose from the armature */
-                       obj->GetPose(&m_pose);
-
-// 2.4x function, 
-                       /* Override the necessary channels with ones from the 
action */
-                       // XXX extract_pose_from_action(m_pose, m_action, 
m_localtime);
-                       
-                       
-// 2.5x - replacement for extract_pose_from_action(...) above.
-                       {
-                               struct PointerRNA id_ptr;
-                               Object *arm= obj->GetArmatureObject();
-                               bPose *pose_back= 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= pose_back;
-                       
-// 2.5x - could also do this but looks too high level, constraints use this, 
it works ok.
-//                             Object workob; /* evaluate using workob */
-//                             what_does_obaction(obj->GetArmatureObject(), 
&workob, m_pose, m_action, NULL, m_localtime);
-                       }
-
-                       // done getting the pose from the action
-                       
-                       /* Perform the user override (if any) */
-                       if (m_userpose){
-                               extract_pose_from_pose(m_pose, m_userpose);
-                               game_free_pose(m_userpose); //cant use 
MEM_freeN(m_userpose) because the channels need freeing too.
-                               m_userpose = NULL;
-                       }
-#if 1
-                       /* Handle blending */
-                       if (m_blendin && (m_blendframe<m_blendin)){
-                               /* If this is the start of a blending 
sequence... */
-                               if ((m_blendframe==0.0) || (!m_blendpose)){
-                                       obj->GetMRDPose(&m_blendpose);
-                                       m_blendstart = curtime;
-                               }
-                               
-                               /* Find percentages */
-                               newweight = (m_blendframe/(float)m_blendin);
-                               game_blend_poses(m_pose, m_blendpose, 1.0 - 
newweight);
-
-                               /* Increment current blending percentage */
-                               m_blendframe = (curtime - 
m_blendstart)*KX_KetsjiEngine::GetAnimFrameRate();
-                               if (m_blendframe>m_blendin)
-                                       m_blendframe = m_blendin;
-                               
-                       }
-#endif
-                       m_lastUpdate = m_localtime;
-                       obj->SetPose (m_pose);
-               }
-               else{
-                       m_blendframe = 0.0;
-               }
-       }
-       
-       if (!keepgoing){
-               m_blendframe = 0.0;
-       }
-       return keepgoing;
-};
-#endif
-
 #ifdef WITH_PYTHON
 
 /* ------------------------------------------------------------------------- */

Modified: 
branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.h
===================================================================
--- branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.h    
2011-07-07 03:35:48 UTC (rev 38172)
+++ branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.h    
2011-07-07 03:53:24 UTC (rev 38173)
@@ -122,11 +122,6 @@
 #endif // WITH_PYTHON
        
 protected:
-
-       //void SetStartTime(float curtime);
-       //void SetLocalTime(float curtime);
-       //bool ClampLocalTime();
-
        MT_Point3       m_lastpos;
        float   m_blendframe;
        int             m_flag;
@@ -156,6 +151,9 @@
        STR_String      m_framepropname;
 };
 
+// The first values are not used in BL_ActionActuator anymore,
+// but BL_ShapeActionActuator still uses them, so we keep them around
+// for now.
 enum {
        ACT_FLAG_REVERSE        = 1<<0,
        ACT_FLAG_LOCKINPUT      = 1<<1,

Modified: branches/soc-2011-pepper/source/gameengine/Ketsji/BL_Action.cpp
===================================================================
--- branches/soc-2011-pepper/source/gameengine/Ketsji/BL_Action.cpp     
2011-07-07 03:35:48 UTC (rev 38172)
+++ branches/soc-2011-pepper/source/gameengine/Ketsji/BL_Action.cpp     
2011-07-07 03:53:24 UTC (rev 38173)
@@ -22,6 +22,10 @@
  * ***** END GPL LICENSE BLOCK *****
  */
 

@@ Diff output truncated at 10240 characters. @@
_______________________________________________
Bf-blender-cvs mailing list
[email protected]
http://lists.blender.org/mailman/listinfo/bf-blender-cvs

Reply via email to