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Diffstat (limited to 'source/gameengine/Converter/BL_ArmatureObject.cpp')
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.cpp80
1 files changed, 47 insertions, 33 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp
index 09f1d9d4d87..bf774bf7568 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.cpp
+++ b/source/gameengine/Converter/BL_ArmatureObject.cpp
@@ -53,15 +53,20 @@ BL_ArmatureObject::BL_ArmatureObject(
: KX_GameObject(sgReplicationInfo,callbacks),
m_objArma(armature),
- m_mrdPose(NULL),
- m_lastframe(0.),
+ m_framePose(NULL),
+ m_lastframe(0.0),
m_activeAct(NULL),
- m_activePriority(999)
+ m_activePriority(999),
+ m_lastapplyframe(0.0)
{
m_armature = get_armature(m_objArma);
- m_pose = m_objArma->pose;
-}
+ /* we make a copy of blender object's pose, and then always swap it with
+ * the original pose before calling into blender functions, to deal with
+ * replica's or other objects using the same blender object */
+ m_pose = NULL;
+ copy_pose(&m_pose, m_objArma->pose, 1 /* copy_constraint_channels_hack */);
+}
CValue* BL_ArmatureObject::GetReplica()
{
@@ -78,34 +83,39 @@ void BL_ArmatureObject::ProcessReplica(BL_ArmatureObject *replica)
{
KX_GameObject::ProcessReplica(replica);
+ replica->m_pose = NULL;
+ copy_pose(&replica->m_pose, m_pose, 1 /* copy_constraint_channels_hack */);
}
BL_ArmatureObject::~BL_ArmatureObject()
{
- if (m_mrdPose)
- free_pose(m_mrdPose);
+ if (m_pose)
+ free_pose(m_pose);
}
-/* note, you can only call this for exisiting Armature objects, and not mix it with other Armatures */
-/* there is only 1 unique Pose per Armature */
-void BL_ArmatureObject::ApplyPose()
+bool BL_ArmatureObject::VerifyPose()
{
- if (m_pose) {
- // copy to armature object
- if (m_objArma->pose != m_pose)/* This should never happen but it does - Campbell */
- extract_pose_from_pose(m_objArma->pose, m_pose);
-
- // is this needed anymore?
- //if (!m_mrdPose)
- // copy_pose (&m_mrdPose, m_pose, 0);
- //else
- // extract_pose_from_pose(m_mrdPose, m_pose);
+ if(m_lastapplyframe != m_lastframe) {
+ extract_pose_from_pose(m_objArma->pose, m_pose);
+ where_is_pose(m_objArma);
+ m_lastapplyframe = m_lastframe;
+ extract_pose_from_pose(m_pose, m_objArma->pose);
+ return false;
}
+ else
+ return true;
+}
+
+void BL_ArmatureObject::ApplyPose()
+{
+ if(VerifyPose())
+ extract_pose_from_pose(m_objArma->pose, m_pose);
}
void BL_ArmatureObject::SetPose(bPose *pose)
{
- m_pose = pose;
+ extract_pose_from_pose(m_pose, pose);
+ m_lastapplyframe = -1.0;
}
bool BL_ArmatureObject::SetActiveAction(BL_ActionActuator *act, short priority, double curtime)
@@ -114,10 +124,15 @@ bool BL_ArmatureObject::SetActiveAction(BL_ActionActuator *act, short priority,
m_activePriority = 9999;
m_lastframe= curtime;
m_activeAct = NULL;
+ // remember the pose at the start of the frame
+ m_framePose = m_pose;
}
if (priority<=m_activePriority)
{
+ if (priority<m_activePriority)
+ // this action overwrites the previous ones, start from initial pose to cancel their effects
+ m_pose = m_framePose;
if (m_activeAct && (m_activeAct!=act))
m_activeAct->SetBlendTime(0.0); /* Reset the blend timer */
m_activeAct = act;
@@ -156,6 +171,7 @@ void BL_ArmatureObject::GetPose(bPose **pose)
if (*pose == m_pose)
// no need to copy if the pointers are the same
return;
+
extract_pose_from_pose(*pose, m_pose);
}
}
@@ -165,20 +181,16 @@ 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 */
- // is this needed anymore?
- //if (!m_mrdPose){
- // copy_pose (&m_mrdPose, m_pose, 0);
- //}
-
if (!*pose) {
// must duplicate the constraints too otherwise we have corruption in free_pose_channels()
// because it will free the blender constraints.
// Ideally, blender should rememeber that the constraints were not copied so that
// free_pose_channels() would not free them.
- copy_pose(pose, m_objArma->pose, 1);
+ copy_pose(pose, m_pose, 1);
+ }
+ else {
+ extract_pose_from_pose(*pose, m_pose);
}
- else
- extract_pose_from_pose(*pose, m_objArma->pose);
}
@@ -192,16 +204,18 @@ double BL_ArmatureObject::GetLastFrame()
return m_lastframe;
}
-bool BL_ArmatureObject::GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix) const
+bool BL_ArmatureObject::GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix)
{
- Object* par_arma = m_objArma;
- where_is_pose(par_arma);
- bPoseChannel *pchan= get_pose_channel(par_arma->pose, bone->name);
+ bPoseChannel *pchan;
+
+ ApplyPose();
+ pchan = get_pose_channel(m_objArma->pose, bone->name);
if(pchan) {
matrix.setValue(&pchan->pose_mat[0][0]);
return true;
}
+
return false;
}