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Diffstat (limited to 'source/gameengine/Converter/BL_ArmatureActuator.cpp')
-rw-r--r--source/gameengine/Converter/BL_ArmatureActuator.cpp271
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 21364075429..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
-