diff options
author | Hans Lambermont <hans@lambermont.dyndns.org> | 2002-10-12 15:37:38 +0400 |
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committer | Hans Lambermont <hans@lambermont.dyndns.org> | 2002-10-12 15:37:38 +0400 |
commit | 12315f4d0e0ae993805f141f64cb8c73c5297311 (patch) | |
tree | 59b45827cd8293cfb727758989c7a74b40183974 /source/gameengine/Converter/BL_ArmatureObject.cpp |
Initial revisionv2.25
Diffstat (limited to 'source/gameengine/Converter/BL_ArmatureObject.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_ArmatureObject.cpp | 149 |
1 files changed, 149 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp new file mode 100644 index 00000000000..1668cd522a3 --- /dev/null +++ b/source/gameengine/Converter/BL_ArmatureObject.cpp @@ -0,0 +1,149 @@ +/** + * $Id$ + * + * ***** BEGIN GPL/BL DUAL 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. The Blender + * Foundation also sells licenses for use in proprietary software under + * the Blender License. See http://www.blender.org/BL/ for information + * about this. + * + * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK ***** + */ + +#include "BL_ArmatureObject.h" +#include "BL_ActionActuator.h" +#include "BLI_blenlib.h" +#include "BKE_action.h" +#include "BKE_armature.h" +#include "GEN_Map.h" +#include "GEN_HashedPtr.h" +#include "MEM_guardedalloc.h" +#include "DNA_action_types.h" + +CValue* BL_ArmatureObject::GetReplica() +{ + BL_ArmatureObject* replica = new BL_ArmatureObject(*this); + + // this will copy properties and so on... + CValue::AddDataToReplica(replica); + + ProcessReplica(replica); + return replica; +} + +void BL_ArmatureObject::ProcessReplica(BL_ArmatureObject *replica) +{ + KX_GameObject::ProcessReplica(replica); + +} + +BL_ArmatureObject::~BL_ArmatureObject() +{ + if (m_mrdPose){ + clear_pose(m_mrdPose); + MEM_freeN(m_mrdPose); + } +} + +void BL_ArmatureObject::ApplyPose() +{ + if (m_pose){ + apply_pose_armature(m_armature, m_pose, 1); + if (!m_mrdPose) + copy_pose (&m_mrdPose, m_pose, 0); + else + get_pose_from_pose(&m_mrdPose, m_pose); + } +} + +void BL_ArmatureObject::SetPose(bPose *pose) +{ + m_pose = pose; +} + +bool BL_ArmatureObject::SetActiveAction(BL_ActionActuator *act, short priority, double curtime) +{ + if (curtime != m_lastframe){ + m_activePriority = 9999; + m_lastframe= curtime; + m_activeAct = NULL; + } + + if (priority<=m_activePriority) + { + if (m_activeAct && (m_activeAct!=act)) + m_activeAct->SetBlendTime(0.0); /* Reset the blend timer */ + m_activeAct = act; + m_activePriority = priority; + m_lastframe = curtime; + + return true; + } + else{ + act->SetBlendTime(0.0); + return false; + } + +} + +BL_ActionActuator * BL_ArmatureObject::GetActiveAction() +{ + return m_activeAct; +} + +void BL_ArmatureObject::GetPose(bPose **pose) +{ + /* If the caller supplies a null pose, create a new one. */ + /* Otherwise, copy the armature's pose channels into the caller-supplied pose */ + if (!*pose) + copy_pose(pose, m_pose, 0); + else + get_pose_from_pose(pose, m_pose); + +} + +void BL_ArmatureObject::GetMRDPose(bPose **pose) +{ + /* If the caller supplies a null pose, create a new one. */ + /* Otherwise, copy the armature's pose channels into the caller-supplied pose */ + + if (!m_mrdPose){ + copy_pose (&m_mrdPose, m_pose, 0); + } + + if (!*pose) + copy_pose(pose, m_mrdPose, 0); + else + get_pose_from_pose(pose, m_mrdPose); + +} + +short BL_ArmatureObject::GetActivePriority() +{ + return m_activePriority; +} + +double BL_ArmatureObject::GetLastFrame() +{ + return m_lastframe; +} |