diff options
Diffstat (limited to 'source/gameengine/Converter/BL_ArmatureActuator.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_ArmatureActuator.cpp | 271 |
1 files changed, 0 insertions, 271 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureActuator.cpp b/source/gameengine/Converter/BL_ArmatureActuator.cpp deleted file mode 100644 index 67cc7d2c291..00000000000 --- a/source/gameengine/Converter/BL_ArmatureActuator.cpp +++ /dev/null @@ -1,271 +0,0 @@ -/* - * ***** 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 ***** - */ - -/** \file gameengine/Converter/BL_ArmatureActuator.cpp - * \ingroup bgeconv - */ - - -#include "DNA_action_types.h" -#include "DNA_constraint_types.h" -#include "DNA_actuator_types.h" -#include "BKE_constraint.h" -#include "BL_ArmatureActuator.h" -#include "BL_ArmatureObject.h" -#include "BLI_math.h" - -/** - * This class is the conversion of the Pose channel constraint. - * It makes a link between the pose constraint and the KX scene. - * The main purpose is to give access to the constraint target - * to link it to a game object. - * It also allows to activate/deactivate constraints during the game. - * Later it will also be possible to create constraint on the fly - */ - -BL_ArmatureActuator::BL_ArmatureActuator(SCA_IObject* obj, - int type, - const char *posechannel, - const char *constraintname, - KX_GameObject* targetobj, - KX_GameObject* subtargetobj, - float weight, - float influence) : - SCA_IActuator(obj, KX_ACT_ARMATURE), - m_constraint(NULL), - m_gametarget(targetobj), - m_gamesubtarget(subtargetobj), - m_posechannel(posechannel), - m_constraintname(constraintname), - m_weight(weight), - m_influence(influence), - m_type(type) -{ - if (m_gametarget) - m_gametarget->RegisterActuator(this); - if (m_gamesubtarget) - m_gamesubtarget->RegisterActuator(this); - FindConstraint(); -} - -BL_ArmatureActuator::~BL_ArmatureActuator() -{ - if (m_gametarget) - m_gametarget->UnregisterActuator(this); - if (m_gamesubtarget) - m_gamesubtarget->UnregisterActuator(this); -} - -void BL_ArmatureActuator::ProcessReplica() -{ - // the replica is tracking the same object => register it (this may be changed in Relnk()) - if (m_gametarget) - m_gametarget->RegisterActuator(this); - if (m_gamesubtarget) - m_gamesubtarget->UnregisterActuator(this); - SCA_IActuator::ProcessReplica(); -} - -void BL_ArmatureActuator::ReParent(SCA_IObject* parent) -{ - SCA_IActuator::ReParent(parent); - // must remap the constraint - FindConstraint(); -} - -bool BL_ArmatureActuator::UnlinkObject(SCA_IObject* clientobj) -{ - bool res=false; - if (clientobj == m_gametarget) - { - // this object is being deleted, we cannot continue to track it. - m_gametarget = NULL; - res = true; - } - if (clientobj == m_gamesubtarget) - { - // this object is being deleted, we cannot continue to track it. - m_gamesubtarget = NULL; - res = true; - } - return res; -} - -void BL_ArmatureActuator::Relink(CTR_Map<CTR_HashedPtr, void*> *obj_map) -{ - void **h_obj = (*obj_map)[m_gametarget]; - if (h_obj) { - if (m_gametarget) - m_gametarget->UnregisterActuator(this); - m_gametarget = (KX_GameObject*)(*h_obj); - m_gametarget->RegisterActuator(this); - } - h_obj = (*obj_map)[m_gamesubtarget]; - if (h_obj) { - if (m_gamesubtarget) - m_gamesubtarget->UnregisterActuator(this); - m_gamesubtarget = (KX_GameObject*)(*h_obj); - m_gamesubtarget->RegisterActuator(this); - } -} - -void BL_ArmatureActuator::FindConstraint() -{ - m_constraint = NULL; - - if (m_gameobj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE) { - BL_ArmatureObject* armobj = (BL_ArmatureObject*)m_gameobj; - m_constraint = armobj->GetConstraint(m_posechannel, m_constraintname); - } -} - -bool BL_ArmatureActuator::Update(double curtime, bool frame) -{ - // the only role of this actuator is to ensure that the armature pose will be evaluated - bool result = false; - bool bNegativeEvent = IsNegativeEvent(); - RemoveAllEvents(); - - if (!bNegativeEvent) { - BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent(); - switch (m_type) { - case ACT_ARM_RUN: - result = true; - obj->UpdateTimestep(curtime); - break; - case ACT_ARM_ENABLE: - if (m_constraint) - m_constraint->ClrConstraintFlag(CONSTRAINT_OFF); - break; - case ACT_ARM_DISABLE: - if (m_constraint) - m_constraint->SetConstraintFlag(CONSTRAINT_OFF); - break; - case ACT_ARM_SETTARGET: - if (m_constraint) { - m_constraint->SetTarget(m_gametarget); - m_constraint->SetSubtarget(m_gamesubtarget); - } - break; - case ACT_ARM_SETWEIGHT: - if (m_constraint) - m_constraint->SetWeight(m_weight); - break; - case ACT_ARM_SETINFLUENCE: - if (m_constraint) - m_constraint->SetInfluence(m_influence); - break; - } - } - return result; -} - -#ifdef WITH_PYTHON - -/* ------------------------------------------------------------------------- */ -/* Python Integration Hooks */ -/* ------------------------------------------------------------------------- */ - -PyTypeObject BL_ArmatureActuator::Type = { - PyVarObject_HEAD_INIT(NULL, 0) - "BL_ArmatureActuator", - sizeof(PyObjectPlus_Proxy), - 0, - py_base_dealloc, - 0, - 0, - 0, - 0, - py_base_repr, - 0,0,0,0,0,0,0,0,0, - Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE, - 0,0,0,0,0,0,0, - Methods, - 0, - 0, - &SCA_IActuator::Type, - 0,0,0,0,0,0, - py_base_new -}; - - -PyMethodDef BL_ArmatureActuator::Methods[] = { - {NULL,NULL} //Sentinel -}; - -PyAttributeDef BL_ArmatureActuator::Attributes[] = { - KX_PYATTRIBUTE_RO_FUNCTION("constraint", BL_ArmatureActuator, pyattr_get_constraint), - KX_PYATTRIBUTE_RW_FUNCTION("target", BL_ArmatureActuator, pyattr_get_object, pyattr_set_object), - KX_PYATTRIBUTE_RW_FUNCTION("subtarget", BL_ArmatureActuator, pyattr_get_object, pyattr_set_object), - KX_PYATTRIBUTE_FLOAT_RW("weight",0.0f,1.0f,BL_ArmatureActuator,m_weight), - KX_PYATTRIBUTE_FLOAT_RW("influence",0.0f,1.0f,BL_ArmatureActuator,m_influence), - KX_PYATTRIBUTE_INT_RW("type",0,ACT_ARM_MAXTYPE,false,BL_ArmatureActuator,m_type), - { NULL } //Sentinel -}; - -PyObject *BL_ArmatureActuator::pyattr_get_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef) -{ - BL_ArmatureActuator* actuator = static_cast<BL_ArmatureActuator*>(self); - KX_GameObject *target = (!strcmp(attrdef->m_name, "target")) ? actuator->m_gametarget : actuator->m_gamesubtarget; - if (!target) - Py_RETURN_NONE; - else - return target->GetProxy(); -} - -int BL_ArmatureActuator::pyattr_set_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - BL_ArmatureActuator* actuator = static_cast<BL_ArmatureActuator*>(self); - KX_GameObject* &target = (!strcmp(attrdef->m_name, "target")) ? actuator->m_gametarget : actuator->m_gamesubtarget; - KX_GameObject *gameobj; - - if (!ConvertPythonToGameObject(actuator->GetLogicManager(), value, &gameobj, true, "actuator.object = value: BL_ArmatureActuator")) - return PY_SET_ATTR_FAIL; // ConvertPythonToGameObject sets the error - - if (target != NULL) - target->UnregisterActuator(actuator); - - target = gameobj; - - if (target) - target->RegisterActuator(actuator); - - return PY_SET_ATTR_SUCCESS; -} - -PyObject *BL_ArmatureActuator::pyattr_get_constraint(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef) -{ - BL_ArmatureActuator* actuator = static_cast<BL_ArmatureActuator*>(self); - BL_ArmatureConstraint* constraint = actuator->m_constraint; - if (!constraint) - Py_RETURN_NONE; - else - return constraint->GetProxy(); -} - -#endif // WITH_PYTHON - |