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-rw-r--r--source/gameengine/Converter/BL_ArmatureActuator.cpp267
-rw-r--r--source/gameengine/Converter/BL_ArmatureActuator.h93
-rw-r--r--source/gameengine/Converter/BL_ArmatureChannel.cpp469
-rw-r--r--source/gameengine/Converter/BL_ArmatureChannel.h95
-rw-r--r--source/gameengine/Converter/BL_ArmatureConstraint.cpp454
-rw-r--r--source/gameengine/Converter/BL_ArmatureConstraint.h118
6 files changed, 1496 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureActuator.cpp b/source/gameengine/Converter/BL_ArmatureActuator.cpp
new file mode 100644
index 00000000000..4105eb57d5f
--- /dev/null
+++ b/source/gameengine/Converter/BL_ArmatureActuator.cpp
@@ -0,0 +1,267 @@
+/**
+ * $Id: BL_ArmatureActuator.cpp 23562 2009-09-29 21:42:40Z campbellbarton $
+ *
+ * ***** 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., 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 LICENSE BLOCK *****
+ */
+
+#include "DNA_action_types.h"
+#include "DNA_constraint_types.h"
+#include "DNA_actuator_types.h"
+#include "BKE_constraint.h"
+#include "BLI_arithb.h"
+#include "BL_ArmatureActuator.h"
+#include "BL_ArmatureObject.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) :
+ 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_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(GEN_Map<GEN_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->SetActiveAction(NULL, 0, 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;
+ }
+ }
+ return result;
+}
+
+#ifndef DISABLE_PYTHON
+
+/* ------------------------------------------------------------------------- */
+/* Python Integration Hooks */
+/* ------------------------------------------------------------------------- */
+
+PyTypeObject BL_ArmatureActuator::Type = {
+#if (PY_VERSION_HEX >= 0x02060000)
+ PyVarObject_HEAD_INIT(NULL, 0)
+#else
+ /* python 2.5 and below */
+ PyObject_HEAD_INIT( NULL ) /* required py macro */
+ 0, /* ob_size */
+#endif
+ "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_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(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 // DISABLE_PYTHON
+
diff --git a/source/gameengine/Converter/BL_ArmatureActuator.h b/source/gameengine/Converter/BL_ArmatureActuator.h
new file mode 100644
index 00000000000..29b07b16d52
--- /dev/null
+++ b/source/gameengine/Converter/BL_ArmatureActuator.h
@@ -0,0 +1,93 @@
+/**
+ * $Id: BL_ArmatureActuator.h 23562 2009-09-29 21:42:40Z campbellbarton $
+ *
+ * ***** 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., 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 LICENSE BLOCK *****
+ */
+#ifndef BL_ARMATUREACTUATOR
+#define BL_ARMATUREACTUATOR
+
+#include "SCA_IActuator.h"
+#include "BL_ArmatureConstraint.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
+ */
+
+class BL_ArmatureActuator : public SCA_IActuator
+{
+ Py_Header;
+public:
+ BL_ArmatureActuator(SCA_IObject* gameobj,
+ int type,
+ const char *posechannel,
+ const char *constraintname,
+ KX_GameObject* targetobj,
+ KX_GameObject* subtargetobj,
+ float weight);
+
+ virtual ~BL_ArmatureActuator();
+
+ virtual CValue* GetReplica() {
+ BL_ArmatureActuator* replica = new BL_ArmatureActuator(*this);
+ replica->ProcessReplica();
+ return replica;
+ };
+ virtual void ProcessReplica();
+ virtual bool UnlinkObject(SCA_IObject* clientobj);
+ virtual void Relink(GEN_Map<GEN_HashedPtr, void*> *obj_map);
+ virtual bool Update(double curtime, bool frame);
+ virtual void ReParent(SCA_IObject* parent);
+
+#ifndef DISABLE_PYTHON
+
+ /* These are used to get and set m_target */
+ static PyObject* pyattr_get_constraint(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef);
+ static PyObject* pyattr_get_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef);
+ static int pyattr_set_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+
+#endif // DISABLE_PYTHON
+
+private:
+ // identify the constraint that this actuator controls
+ void FindConstraint();
+
+ BL_ArmatureConstraint* m_constraint;
+ KX_GameObject* m_gametarget;
+ KX_GameObject* m_gamesubtarget;
+ STR_String m_posechannel;
+ STR_String m_constraintname;
+ float m_weight;
+ int m_type;
+};
+
+#endif //BL_ARMATUREACTUATOR
+
+
diff --git a/source/gameengine/Converter/BL_ArmatureChannel.cpp b/source/gameengine/Converter/BL_ArmatureChannel.cpp
new file mode 100644
index 00000000000..817049c6977
--- /dev/null
+++ b/source/gameengine/Converter/BL_ArmatureChannel.cpp
@@ -0,0 +1,469 @@
+/**
+ * $Id: BL_ArmatureChannel.cpp 23562 2009-09-29 21:42:40Z campbellbarton $
+ * ***** 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., 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 LICENSE BLOCK *****
+ */
+
+#ifdef HAVE_CONFIG_H
+#include <config.h>
+#endif
+
+#include "DNA_armature_types.h"
+#include "BL_ArmatureChannel.h"
+#include "BL_ArmatureObject.h"
+#include "BL_ArmatureConstraint.h"
+#include "BLI_arithb.h"
+#include "BLI_string.h"
+
+#ifndef DISABLE_PYTHON
+
+PyTypeObject BL_ArmatureChannel::Type = {
+ PyVarObject_HEAD_INIT(NULL, 0)
+ "BL_ArmatureChannel",
+ 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,
+ &CValue::Type,
+ 0,0,0,0,0,0,
+ py_base_new
+};
+
+PyObject* BL_ArmatureChannel::py_repr(void)
+{
+ return PyUnicode_FromString(m_posechannel->name);
+}
+
+PyObject *BL_ArmatureChannel::GetProxy()
+{
+ return GetProxyPlus_Ext(this, &Type, m_posechannel);
+}
+
+PyObject *BL_ArmatureChannel::NewProxy(bool py_owns)
+{
+ return NewProxyPlus_Ext(this, &Type, m_posechannel, py_owns);
+}
+
+#endif // DISABLE_PYTHON
+
+BL_ArmatureChannel::BL_ArmatureChannel(
+ BL_ArmatureObject *armature,
+ bPoseChannel *posechannel)
+ : PyObjectPlus(), m_posechannel(posechannel), m_armature(armature)
+{
+}
+
+BL_ArmatureChannel::~BL_ArmatureChannel()
+{
+}
+
+#ifndef DISABLE_PYTHON
+
+// PYTHON
+
+PyMethodDef BL_ArmatureChannel::Methods[] = {
+ {NULL,NULL} //Sentinel
+};
+
+// order of definition of attributes, must match Attributes[] array
+#define BCA_BONE 0
+#define BCA_PARENT 1
+
+PyAttributeDef BL_ArmatureChannel::Attributes[] = {
+ // Keep these attributes in order of BCA_ defines!!! used by py_attr_getattr and py_attr_setattr
+ KX_PYATTRIBUTE_RO_FUNCTION("bone",BL_ArmatureChannel,py_attr_getattr),
+ KX_PYATTRIBUTE_RO_FUNCTION("parent",BL_ArmatureChannel,py_attr_getattr),
+
+ { NULL } //Sentinel
+};
+
+/* attributes directly taken from bPoseChannel */
+PyAttributeDef BL_ArmatureChannel::AttributesPtr[] = {
+ KX_PYATTRIBUTE_CHAR_RO("name",bPoseChannel,name),
+ KX_PYATTRIBUTE_FLAG_RO("has_ik",bPoseChannel,flag, POSE_CHAIN),
+ KX_PYATTRIBUTE_FLAG_NEGATIVE_RO("ik_dof_x",bPoseChannel,ikflag, BONE_IK_NO_XDOF),
+ KX_PYATTRIBUTE_FLAG_NEGATIVE_RO("ik_dof_y",bPoseChannel,ikflag, BONE_IK_NO_YDOF),
+ KX_PYATTRIBUTE_FLAG_NEGATIVE_RO("ik_dof_z",bPoseChannel,ikflag, BONE_IK_NO_ZDOF),
+ KX_PYATTRIBUTE_FLAG_RO("ik_limit_x",bPoseChannel,ikflag, BONE_IK_XLIMIT),
+ KX_PYATTRIBUTE_FLAG_RO("ik_limit_y",bPoseChannel,ikflag, BONE_IK_YLIMIT),
+ KX_PYATTRIBUTE_FLAG_RO("ik_limit_z",bPoseChannel,ikflag, BONE_IK_ZLIMIT),
+ KX_PYATTRIBUTE_FLAG_RO("ik_rot_control",bPoseChannel,ikflag, BONE_IK_ROTCTL),
+ KX_PYATTRIBUTE_FLAG_RO("ik_lin_control",bPoseChannel,ikflag, BONE_IK_LINCTL),
+ KX_PYATTRIBUTE_FLOAT_VECTOR_RW("location",-FLT_MAX,FLT_MAX,bPoseChannel,loc,3),
+ KX_PYATTRIBUTE_FLOAT_VECTOR_RW("scale",-FLT_MAX,FLT_MAX,bPoseChannel,size,3),
+ KX_PYATTRIBUTE_FLOAT_VECTOR_RW("rotation_quaternion",-1.0f,1.0f,bPoseChannel,quat,4),
+ KX_PYATTRIBUTE_FLOAT_VECTOR_RW("rotaion_euler",-10.f,10.f,bPoseChannel,eul,3),
+ KX_PYATTRIBUTE_SHORT_RW("rotation_mode",0,ROT_MODE_MAX-1,false,bPoseChannel,rotmode),
+ KX_PYATTRIBUTE_FLOAT_MATRIX_RO("channel_matrix",bPoseChannel,chan_mat,4),
+ KX_PYATTRIBUTE_FLOAT_MATRIX_RO("pose_matrix",bPoseChannel,pose_mat,4),
+ KX_PYATTRIBUTE_FLOAT_VECTOR_RO("pose_head",bPoseChannel,pose_head,3),
+ KX_PYATTRIBUTE_FLOAT_VECTOR_RO("pose_tail",bPoseChannel,pose_tail,3),
+ KX_PYATTRIBUTE_FLOAT_RO("ik_min_x",bPoseChannel,limitmin[0]),
+ KX_PYATTRIBUTE_FLOAT_RO("ik_max_x",bPoseChannel,limitmax[0]),
+ KX_PYATTRIBUTE_FLOAT_RO("ik_min_y",bPoseChannel,limitmin[1]),
+ KX_PYATTRIBUTE_FLOAT_RO("ik_max_y",bPoseChannel,limitmax[1]),
+ KX_PYATTRIBUTE_FLOAT_RO("ik_min_z",bPoseChannel,limitmin[2]),
+ KX_PYATTRIBUTE_FLOAT_RO("ik_max_z",bPoseChannel,limitmax[2]),
+ KX_PYATTRIBUTE_FLOAT_RO("ik_stiffness_x",bPoseChannel,stiffness[0]),
+ KX_PYATTRIBUTE_FLOAT_RO("ik_stiffness_y",bPoseChannel,stiffness[1]),
+ KX_PYATTRIBUTE_FLOAT_RO("ik_stiffness_z",bPoseChannel,stiffness[2]),
+ KX_PYATTRIBUTE_FLOAT_RO("ik_stretch",bPoseChannel,ikstretch),
+ KX_PYATTRIBUTE_FLOAT_RW("ik_rot_weight",0,1.0f,bPoseChannel,ikrotweight),
+ KX_PYATTRIBUTE_FLOAT_RW("ik_lin_weight",0,1.0f,bPoseChannel,iklinweight),
+ KX_PYATTRIBUTE_RW_FUNCTION("joint_rotation",BL_ArmatureChannel,py_attr_get_joint_rotation,py_attr_set_joint_rotation),
+ { NULL } //Sentinel
+};
+
+PyObject* BL_ArmatureChannel::py_attr_getattr(void *self_v, const struct KX_PYATTRIBUTE_DEF *attrdef)
+{
+ BL_ArmatureChannel* self= static_cast<BL_ArmatureChannel*>(self_v);
+ bPoseChannel* channel = self->m_posechannel;
+ int attr_order = attrdef-Attributes;
+
+ if (!channel) {
+ PyErr_SetString(PyExc_AttributeError, "channel is NULL");
+ return NULL;
+ }
+
+ switch (attr_order) {
+ case BCA_BONE:
+ // bones are standalone proxy
+ return NewProxyPlus_Ext(NULL,&BL_ArmatureBone::Type,channel->bone,false);
+ case BCA_PARENT:
+ {
+ BL_ArmatureChannel* parent = self->m_armature->GetChannel(channel->parent);
+ if (parent)
+ return parent->GetProxy();
+ else
+ Py_RETURN_NONE;
+ }
+ }
+ PyErr_SetString(PyExc_AttributeError, "channel unknown attribute");
+ return NULL;
+}
+
+int BL_ArmatureChannel::py_attr_setattr(void *self_v, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ BL_ArmatureChannel* self= static_cast<BL_ArmatureChannel*>(self_v);
+ bPoseChannel* channel = self->m_posechannel;
+ int attr_order = attrdef-Attributes;
+
+ int ival;
+ double dval;
+ char* sval;
+ KX_GameObject *oval;
+
+ if (!channel) {
+ PyErr_SetString(PyExc_AttributeError, "channel is NULL");
+ return PY_SET_ATTR_FAIL;
+ }
+
+ switch (attr_order) {
+ default:
+ break;
+ }
+
+ PyErr_SetString(PyExc_AttributeError, "channel unknown attribute");
+ return PY_SET_ATTR_FAIL;
+}
+
+PyObject* BL_ArmatureChannel::py_attr_get_joint_rotation(void *self_v, const struct KX_PYATTRIBUTE_DEF *attrdef)
+{
+ BL_ArmatureChannel* self= static_cast<BL_ArmatureChannel*>(self_v);
+ bPoseChannel* pchan = self->m_posechannel;
+ // decompose the pose matrix in euler rotation
+ float rest_mat[3][3];
+ float pose_mat[3][3];
+ float joint_mat[3][3];
+ float joints[3];
+ float norm;
+ double sa, ca;
+ // get rotation in armature space
+ Mat3CpyMat4(pose_mat, pchan->pose_mat);
+ Mat3Ortho(pose_mat);
+ if (pchan->parent) {
+ // bone has a parent, compute the rest pose of the bone taking actual pose of parent
+ Mat3IsMat3MulMat4(rest_mat, pchan->bone->bone_mat, pchan->parent->pose_mat);
+ Mat3Ortho(rest_mat);
+ } else {
+ // otherwise, the bone matrix in armature space is the rest pose
+ Mat3CpyMat4(rest_mat, pchan->bone->arm_mat);
+ }
+ // remove the rest pose to get the joint movement
+ Mat3Transp(rest_mat);
+ Mat3MulMat3(joint_mat, rest_mat, pose_mat);
+ joints[0] = joints[1] = joints[2] = 0.f;
+ // returns a 3 element list that gives corresponding joint
+ int flag = 0;
+ if (!(pchan->ikflag & BONE_IK_NO_XDOF))
+ flag |= 1;
+ if (!(pchan->ikflag & BONE_IK_NO_YDOF))
+ flag |= 2;
+ if (!(pchan->ikflag & BONE_IK_NO_ZDOF))
+ flag |= 4;
+ switch (flag) {
+ case 0: // fixed joint
+ break;
+ case 1: // X only
+ Mat3ToEulO(joint_mat, joints, EULER_ORDER_XYZ);
+ joints[1] = joints[2] = 0.f;
+ break;
+ case 2: // Y only
+ Mat3ToEulO(joint_mat, joints, EULER_ORDER_XYZ);
+ joints[0] = joints[2] = 0.f;
+ break;
+ case 3: // X+Y
+ Mat3ToEulO(joint_mat, joints, EULER_ORDER_ZYX);
+ joints[2] = 0.f;
+ break;
+ case 4: // Z only
+ Mat3ToEulO(joint_mat, joints, EULER_ORDER_XYZ);
+ joints[0] = joints[1] = 0.f;
+ break;
+ case 5: // X+Z
+ // decompose this as an equivalent rotation vector in X/Z plane
+ joints[0] = joint_mat[1][2];
+ joints[2] = -joint_mat[1][0];
+ norm = Normalize(joints);
+ if (norm < FLT_EPSILON) {
+ norm = (joint_mat[1][1] < 0.f) ? M_PI : 0.f;
+ } else {
+ norm = acos(joint_mat[1][1]);
+ }
+ VecMulf(joints, norm);
+ break;
+ case 6: // Y+Z
+ Mat3ToEulO(joint_mat, joints, EULER_ORDER_XYZ);
+ joints[0] = 0.f;
+ break;
+ case 7: // X+Y+Z
+ // equivalent axis
+ joints[0] = (joint_mat[1][2]-joint_mat[2][1])*0.5f;
+ joints[1] = (joint_mat[2][0]-joint_mat[0][2])*0.5f;
+ joints[2] = (joint_mat[0][1]-joint_mat[1][0])*0.5f;
+ sa = VecLength(joints);
+ ca = (joint_mat[0][0]+joint_mat[1][1]+joint_mat[1][1]-1.0f)*0.5f;
+ if (sa > FLT_EPSILON) {
+ norm = atan2(sa,ca)/sa;
+ } else {
+ if (ca < 0.0) {
+ norm = M_PI;
+ VecMulf(joints,0.f);
+ if (joint_mat[0][0] > 0.f) {
+ joints[0] = 1.0f;
+ } else if (joint_mat[1][1] > 0.f) {
+ joints[1] = 1.0f;
+ } else {
+ joints[2] = 1.0f;
+ }
+ } else {
+ norm = 0.0;
+ }
+ }
+ VecMulf(joints,norm);
+ break;
+ }
+ return newVectorObject(joints, 3, Py_NEW, NULL);
+}
+
+int BL_ArmatureChannel::py_attr_set_joint_rotation(void *self_v, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ BL_ArmatureChannel* self= static_cast<BL_ArmatureChannel*>(self_v);
+ bPoseChannel* pchan = self->m_posechannel;
+ PyObject *item;
+ float joints[3];
+ float quat[4];
+
+ if (!PySequence_Check(value) || PySequence_Size(value) != 3) {
+ PyErr_SetString(PyExc_AttributeError, "expected a sequence of [3] floats");
+ return PY_SET_ATTR_FAIL;
+ }
+ for (int i=0; i<3; i++) {
+ item = PySequence_GetItem(value, i); /* new ref */
+ joints[i] = PyFloat_AsDouble(item);
+ Py_DECREF(item);
+ if (joints[i] == -1.0f && PyErr_Occurred()) {
+ PyErr_SetString(PyExc_AttributeError, "expected a sequence of [3] floats");
+ return PY_SET_ATTR_FAIL;
+ }
+ }
+
+ int flag = 0;
+ if (!(pchan->ikflag & BONE_IK_NO_XDOF))
+ flag |= 1;
+ if (!(pchan->ikflag & BONE_IK_NO_YDOF))
+ flag |= 2;
+ if (!(pchan->ikflag & BONE_IK_NO_ZDOF))
+ flag |= 4;
+ QuatOne(quat);
+ switch (flag) {
+ case 0: // fixed joint
+ break;
+ case 1: // X only
+ joints[1] = joints[2] = 0.f;
+ EulOToQuat(joints, EULER_ORDER_XYZ, quat);
+ break;
+ case 2: // Y only
+ joints[0] = joints[2] = 0.f;
+ EulOToQuat(joints, EULER_ORDER_XYZ, quat);
+ break;
+ case 3: // X+Y
+ joints[2] = 0.f;
+ EulOToQuat(joints, EULER_ORDER_ZYX, quat);
+ break;
+ case 4: // Z only
+ joints[0] = joints[1] = 0.f;
+ EulOToQuat(joints, EULER_ORDER_XYZ, quat);
+ break;
+ case 5: // X+Z
+ // X and Z are components of an equivalent rotation axis
+ joints[1] = 0;
+ VecRotToQuat(joints, VecLength(joints), quat);
+ break;
+ case 6: // Y+Z
+ joints[0] = 0.f;
+ EulOToQuat(joints, EULER_ORDER_XYZ, quat);
+ break;
+ case 7: // X+Y+Z
+ // equivalent axis
+ VecRotToQuat(joints, VecLength(joints), quat);
+ break;
+ }
+ if (pchan->rotmode > 0) {
+ QuatToEulO(quat, joints, pchan->rotmode);
+ VecCopyf(pchan->eul, joints);
+ } else
+ QuatCopy(pchan->quat, quat);
+ return PY_SET_ATTR_SUCCESS;
+}
+
+// *************************
+// BL_ArmatureBone
+//
+// Access to Bone structure
+PyTypeObject BL_ArmatureBone::Type = {
+ PyVarObject_HEAD_INIT(NULL, 0)
+ "BL_ArmatureBone",
+ sizeof(PyObjectPlus_Proxy),
+ 0,
+ py_base_dealloc,
+ 0,
+ 0,
+ 0,
+ 0,
+ py_bone_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,
+ &CValue::Type,
+ 0,0,0,0,0,0,
+ py_base_new
+};
+
+// not used since this class is never instantiated
+PyObject *BL_ArmatureBone::GetProxy()
+{
+ return NULL;
+}
+PyObject *BL_ArmatureBone::NewProxy(bool py_owns)
+{
+ return NULL;
+}
+
+PyObject *BL_ArmatureBone::py_bone_repr(PyObject *self)
+{
+ Bone* bone = static_cast<Bone*>BGE_PROXY_PTR(self);
+ return PyUnicode_FromString(bone->name);
+}
+
+PyMethodDef BL_ArmatureBone::Methods[] = {
+ {NULL,NULL} //Sentinel
+};
+
+/* no attributes on C++ class since it is never instantiated */
+PyAttributeDef BL_ArmatureBone::Attributes[] = {
+ { NULL } //Sentinel
+};
+
+// attributes that work on proxy ptr (points to a Bone structure)
+PyAttributeDef BL_ArmatureBone::AttributesPtr[] = {
+ KX_PYATTRIBUTE_CHAR_RO("name",Bone,name),
+ KX_PYATTRIBUTE_FLAG_RO("connected",Bone,flag, BONE_CONNECTED),
+ KX_PYATTRIBUTE_FLAG_RO("hinge",Bone,flag, BONE_HINGE),
+ KX_PYATTRIBUTE_FLAG_NEGATIVE_RO("inherit_scale",Bone,flag, BONE_NO_SCALE),
+ KX_PYATTRIBUTE_SHORT_RO("bbone_segments",Bone,segments),
+ KX_PYATTRIBUTE_FLOAT_RO("roll",Bone,roll),
+ KX_PYATTRIBUTE_FLOAT_VECTOR_RO("head",Bone,head,3),
+ KX_PYATTRIBUTE_FLOAT_VECTOR_RO("tail",Bone,tail,3),
+ KX_PYATTRIBUTE_FLOAT_RO("length",Bone,length),
+ KX_PYATTRIBUTE_FLOAT_VECTOR_RO("arm_head",Bone,arm_head,3),
+ KX_PYATTRIBUTE_FLOAT_VECTOR_RO("arm_tail",Bone,arm_tail,3),
+ KX_PYATTRIBUTE_FLOAT_MATRIX_RO("arm_mat",Bone,arm_mat,4),
+ KX_PYATTRIBUTE_FLOAT_MATRIX_RO("bone_mat",Bone,bone_mat,4),
+ KX_PYATTRIBUTE_RO_FUNCTION("parent",BL_ArmatureBone,py_bone_get_parent),
+ KX_PYATTRIBUTE_RO_FUNCTION("children",BL_ArmatureBone,py_bone_get_parent),
+ { NULL } //Sentinel
+};
+
+PyObject *BL_ArmatureBone::py_bone_get_parent(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
+{
+ Bone* bone = reinterpret_cast<Bone*>BGE_PROXY_PTR(self);
+ if (bone->parent) {
+ // create a proxy unconnected to any GE object
+ return NewProxyPlus_Ext(NULL,&Type,bone->parent,false);
+ }
+ Py_RETURN_NONE;
+}
+
+PyObject *BL_ArmatureBone::py_bone_get_children(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
+{
+ Bone* bone = reinterpret_cast<Bone*>BGE_PROXY_PTR(self);
+ Bone* child;
+ int count = 0;
+ for (child=(Bone*)bone->childbase.first; child; child=(Bone*)child->next)
+ count++;
+
+ PyObject* childrenlist = PyList_New(count);
+
+ for (count = 0, child=(Bone*)bone->childbase.first; child; child=(Bone*)child->next, ++count)
+ PyList_SET_ITEM(childrenlist,count,NewProxyPlus_Ext(NULL,&Type,child,false));
+
+ return childrenlist;
+}
+
+#endif // DISABLE_PYTHON
diff --git a/source/gameengine/Converter/BL_ArmatureChannel.h b/source/gameengine/Converter/BL_ArmatureChannel.h
new file mode 100644
index 00000000000..249fa4c8ac7
--- /dev/null
+++ b/source/gameengine/Converter/BL_ArmatureChannel.h
@@ -0,0 +1,95 @@
+/**
+ * $Id: BL_ArmatureChannel.h 23562 2009-09-29 21:42:40Z campbellbarton $
+ *
+ * ***** 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., 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 LICENSE BLOCK *****
+ */
+#ifndef __BL_ARMATURECHANNEL
+#define __BL_ARMATURECHANNEL
+
+#include "DNA_action_types.h"
+#include "GEN_HashedPtr.h"
+#include "GEN_Map.h"
+#include "PyObjectPlus.h"
+
+class SCA_IObject;
+class KX_GameObject;
+class BL_ArmatureObject;
+struct bConstraint;
+struct bPoseChannel;
+struct Object;
+struct bPose;
+
+class BL_ArmatureChannel : public PyObjectPlus
+{
+ // use Py_HeaderPtr since we use generic pointer in proxy
+ Py_HeaderPtr;
+
+private:
+ friend class BL_ArmatureObject;
+ struct bPoseChannel* m_posechannel;
+ BL_ArmatureObject* m_armature;
+
+public:
+ BL_ArmatureChannel(class BL_ArmatureObject *armature,
+ struct bPoseChannel *posechannel);
+ virtual ~BL_ArmatureChannel();
+
+#ifndef DISABLE_PYTHON
+ // Python access
+ virtual PyObject* py_repr(void);
+
+ static PyObject* py_attr_getattr(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef);
+ static int py_attr_setattr(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+ static PyObject* py_attr_get_joint_rotation(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef);
+ static int py_attr_set_joint_rotation(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+#endif // DISABLE_PYTHON
+};
+
+/* this is a factory class to access bBone data field in the GE.
+ It's not supposed to be instantiated, we only need it for the Attributes and Method array.
+ The actual proxy object will be manually created using NewProxyPtr */
+class BL_ArmatureBone : public PyObjectPlus
+{
+ // use Py_HeaderPtr since we use generic pointer in proxy
+ Py_HeaderPtr;
+private:
+ // make constructor private to make sure no one tries to instantiate this class
+ BL_ArmatureBone() {}
+ virtual ~BL_ArmatureBone() {}
+
+public:
+
+#ifndef DISABLE_PYTHON
+ static PyObject *py_bone_repr(PyObject *self);
+ static PyObject *py_bone_get_parent(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef);
+ static PyObject *py_bone_get_children(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef);
+#endif
+
+};
+
+
+#endif //__BL_ARMATURECHANNEL
+
diff --git a/source/gameengine/Converter/BL_ArmatureConstraint.cpp b/source/gameengine/Converter/BL_ArmatureConstraint.cpp
new file mode 100644
index 00000000000..4c470b67387
--- /dev/null
+++ b/source/gameengine/Converter/BL_ArmatureConstraint.cpp
@@ -0,0 +1,454 @@
+/**
+ * $Id: BL_ArmatureConstraint.cpp 23562 2009-09-29 21:42:40Z campbellbarton $
+ * ***** 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., 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 LICENSE BLOCK *****
+ */
+
+#ifdef HAVE_CONFIG_H
+#include <config.h>
+#endif
+
+#include "DNA_constraint_types.h"
+#include "DNA_action_types.h"
+#include "BL_ArmatureConstraint.h"
+#include "BL_ArmatureObject.h"
+#include "BLI_arithb.h"
+#include "BLI_string.h"
+
+#ifndef DISABLE_PYTHON
+
+PyTypeObject BL_ArmatureConstraint::Type = {
+ PyVarObject_HEAD_INIT(NULL, 0)
+ "BL_ArmatureConstraint",
+ 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,
+ &CValue::Type,
+ 0,0,0,0,0,0,
+ py_base_new
+};
+
+PyObject* BL_ArmatureConstraint::py_repr(void)
+{
+ return PyUnicode_FromString(m_name);
+}
+
+#endif // DISABLE_PYTHON
+
+BL_ArmatureConstraint::BL_ArmatureConstraint(
+ BL_ArmatureObject *armature,
+ bPoseChannel *posechannel,
+ bConstraint *constraint,
+ KX_GameObject* target,
+ KX_GameObject* subtarget)
+ : PyObjectPlus(), m_armature(armature), m_constraint(constraint), m_posechannel(posechannel)
+{
+ m_target = target;
+ m_blendtarget = (target) ? target->GetBlenderObject() : NULL;
+ m_subtarget = subtarget;
+ m_blendsubtarget = (subtarget) ? subtarget->GetBlenderObject() : NULL;
+ m_pose = m_subpose = NULL;
+ if (m_blendtarget) {
+ Mat4CpyMat4(m_blendmat, m_blendtarget->obmat);
+ if (m_blendtarget->type == OB_ARMATURE)
+ m_pose = m_blendtarget->pose;
+ }
+ if (m_blendsubtarget) {
+ Mat4CpyMat4(m_blendsubmat, m_blendsubtarget->obmat);
+ if (m_blendsubtarget->type == OB_ARMATURE)
+ m_subpose = m_blendsubtarget->pose;
+ }
+ if (m_target)
+ m_target->RegisterObject(m_armature);
+ if (m_subtarget)
+ m_subtarget->RegisterObject(m_armature);
+ BLI_snprintf(m_name, sizeof(m_name), "%s:%s", m_posechannel->name, m_constraint->name);
+}
+
+BL_ArmatureConstraint::~BL_ArmatureConstraint()
+{
+ if (m_target)
+ m_target->UnregisterObject(m_armature);
+ if (m_subtarget)
+ m_subtarget->UnregisterObject(m_armature);
+}
+
+BL_ArmatureConstraint* BL_ArmatureConstraint::GetReplica() const
+{
+ BL_ArmatureConstraint* replica = new BL_ArmatureConstraint(*this);
+ replica->ProcessReplica();
+ return replica;
+}
+
+void BL_ArmatureConstraint::ReParent(BL_ArmatureObject* armature)
+{
+ m_armature = armature;
+ if (m_target)
+ m_target->RegisterObject(armature);
+ if (m_subtarget)
+ m_subtarget->RegisterObject(armature);
+ // find the corresponding constraint in the new armature object
+ if (m_constraint) {
+ bPose* newpose = armature->GetOrigPose();
+ char* constraint = m_constraint->name;
+ char* posechannel = m_posechannel->name;
+ bPoseChannel* pchan;
+ bConstraint* pcon;
+ m_constraint = NULL;
+ m_posechannel = NULL;
+ // and locate the constraint
+ for (pchan = (bPoseChannel*)newpose->chanbase.first; pchan; pchan=(bPoseChannel*)pchan->next) {
+ if (!strcmp(pchan->name, posechannel)) {
+ // now locate the constraint
+ for (pcon = (bConstraint*)pchan->constraints.first; pcon; pcon=(bConstraint*)pcon->next) {
+ if (!strcmp(pcon->name, constraint)) {
+ m_constraint = pcon;
+ m_posechannel = pchan;
+ break;
+ }
+ }
+ break;
+ }
+ }
+ }
+}
+
+void BL_ArmatureConstraint::Relink(GEN_Map<GEN_HashedPtr, void*> *obj_map)
+{
+ void **h_obj = (*obj_map)[m_target];
+ if (h_obj) {
+ m_target->UnregisterObject(m_armature);
+ m_target = (KX_GameObject*)(*h_obj);
+ m_target->RegisterObject(m_armature);
+ }
+ h_obj = (*obj_map)[m_subtarget];
+ if (h_obj) {
+ m_subtarget->UnregisterObject(m_armature);
+ m_subtarget = (KX_GameObject*)(*h_obj);
+ m_subtarget->RegisterObject(m_armature);
+ }
+}
+
+bool BL_ArmatureConstraint::UnlinkObject(SCA_IObject* clientobj)
+{
+ bool res=false;
+ if (clientobj == m_target) {
+ m_target = NULL;
+ res = true;
+ }
+ if (clientobj == m_subtarget) {
+ m_subtarget = NULL;
+ res = true;
+ }
+ return res;
+}
+
+void BL_ArmatureConstraint::UpdateTarget()
+{
+ if (m_constraint && !(m_constraint->flag&CONSTRAINT_OFF) && (!m_blendtarget || m_target)) {
+ if (m_blendtarget) {
+ // external target, must be updated
+ m_target->UpdateBlenderObjectMatrix(m_blendtarget);
+ if (m_pose && m_target->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
+ // update the pose in case a bone is specified in the constraint target
+ m_blendtarget->pose = ((BL_ArmatureObject*)m_target)->GetOrigPose();
+ }
+ if (m_blendsubtarget && m_subtarget) {
+ m_subtarget->UpdateBlenderObjectMatrix(m_blendsubtarget);
+ if (m_subpose && m_subtarget->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
+ m_blendsubtarget->pose = ((BL_ArmatureObject*)m_target)->GetOrigPose();
+ }
+ }
+}
+
+void BL_ArmatureConstraint::RestoreTarget()
+{
+ if (m_constraint && !(m_constraint->flag&CONSTRAINT_OFF) && (!m_blendtarget || m_target)) {
+ if (m_blendtarget) {
+ Mat4CpyMat4(m_blendtarget->obmat, m_blendmat);
+ if (m_pose)
+ m_blendtarget->pose = m_pose;
+ }
+ if (m_blendsubtarget && m_subtarget) {
+ Mat4CpyMat4(m_blendsubtarget->obmat, m_blendsubmat);
+ if (m_subpose)
+ m_blendsubtarget->pose = m_subpose;
+ }
+ }
+}
+
+bool BL_ArmatureConstraint::Match(const char* posechannel, const char* constraint)
+{
+ return (!strcmp(m_posechannel->name, posechannel) && !strcmp(m_constraint->name, constraint));
+}
+
+void BL_ArmatureConstraint::SetTarget(KX_GameObject* target)
+{
+ if (m_blendtarget) {
+ if (target != m_target) {
+ m_target->UnregisterObject(m_armature);
+ m_target = target;
+ if (m_target)
+ m_target->RegisterObject(m_armature);
+ }
+ }
+
+}
+
+void BL_ArmatureConstraint::SetSubtarget(KX_GameObject* subtarget)
+{
+ if (m_blendsubtarget) {
+ if (subtarget != m_subtarget) {
+ m_subtarget->UnregisterObject(m_armature);
+ m_subtarget = subtarget;
+ if (m_subtarget)
+ m_subtarget->RegisterObject(m_armature);
+ }
+ }
+
+}
+
+#ifndef DISABLE_PYTHON
+
+// PYTHON
+
+PyMethodDef BL_ArmatureConstraint::Methods[] = {
+ {NULL,NULL} //Sentinel
+};
+
+// order of definition of attributes, must match Attributes[] array
+#define BCA_TYPE 0
+#define BCA_NAME 1
+#define BCA_ENFORCE 2
+#define BCA_HEADTAIL 3
+#define BCA_LINERROR 4
+#define BCA_ROTERROR 5
+#define BCA_TARGET 6
+#define BCA_SUBTARGET 7
+#define BCA_ACTIVE 8
+#define BCA_IKWEIGHT 9
+#define BCA_IKTYPE 10
+#define BCA_IKFLAG 11
+#define BCA_IKDIST 12
+#define BCA_IKMODE 13
+
+PyAttributeDef BL_ArmatureConstraint::Attributes[] = {
+ // Keep these attributes in order of BCA_ defines!!! used by py_attr_getattr and py_attr_setattr
+ KX_PYATTRIBUTE_RO_FUNCTION("type",BL_ArmatureConstraint,py_attr_getattr),
+ KX_PYATTRIBUTE_RO_FUNCTION("name",BL_ArmatureConstraint,py_attr_getattr),
+ KX_PYATTRIBUTE_RW_FUNCTION("enforce",BL_ArmatureConstraint,py_attr_getattr,py_attr_setattr),
+ KX_PYATTRIBUTE_RW_FUNCTION("headtail",BL_ArmatureConstraint,py_attr_getattr,py_attr_setattr),
+ KX_PYATTRIBUTE_RO_FUNCTION("lin_error",BL_ArmatureConstraint,py_attr_getattr),
+ KX_PYATTRIBUTE_RO_FUNCTION("rot_error",BL_ArmatureConstraint,py_attr_getattr),
+ KX_PYATTRIBUTE_RW_FUNCTION("target",BL_ArmatureConstraint,py_attr_getattr,py_attr_setattr),
+ KX_PYATTRIBUTE_RW_FUNCTION("subtarget",BL_ArmatureConstraint,py_attr_getattr,py_attr_setattr),
+ KX_PYATTRIBUTE_RW_FUNCTION("active",BL_ArmatureConstraint,py_attr_getattr,py_attr_setattr),
+ KX_PYATTRIBUTE_RW_FUNCTION("ik_weight",BL_ArmatureConstraint,py_attr_getattr,py_attr_setattr),
+ KX_PYATTRIBUTE_RO_FUNCTION("ik_type",BL_ArmatureConstraint,py_attr_getattr),
+ KX_PYATTRIBUTE_RO_FUNCTION("ik_flag",BL_ArmatureConstraint,py_attr_getattr),
+ KX_PYATTRIBUTE_RW_FUNCTION("ik_dist",BL_ArmatureConstraint,py_attr_getattr,py_attr_setattr),
+ KX_PYATTRIBUTE_RW_FUNCTION("ik_mode",BL_ArmatureConstraint,py_attr_getattr,py_attr_setattr),
+
+ { NULL } //Sentinel
+};
+
+
+PyObject* BL_ArmatureConstraint::py_attr_getattr(void *self_v, const struct KX_PYATTRIBUTE_DEF *attrdef)
+{
+ BL_ArmatureConstraint* self= static_cast<BL_ArmatureConstraint*>(self_v);
+ bConstraint* constraint = self->m_constraint;
+ bKinematicConstraint* ikconstraint = (constraint && constraint->type == CONSTRAINT_TYPE_KINEMATIC) ? (bKinematicConstraint*)constraint->data : NULL;
+ int attr_order = attrdef-Attributes;
+
+ if (!constraint) {
+ PyErr_SetString(PyExc_AttributeError, "constraint is NULL");
+ return NULL;
+ }
+
+ switch (attr_order) {
+ case BCA_TYPE:
+ return PyLong_FromLong(constraint->type);
+ case BCA_NAME:
+ return PyUnicode_FromString(constraint->name);
+ case BCA_ENFORCE:
+ return PyFloat_FromDouble(constraint->enforce);
+ case BCA_HEADTAIL:
+ return PyFloat_FromDouble(constraint->headtail);
+ case BCA_LINERROR:
+ return PyFloat_FromDouble(constraint->lin_error);
+ case BCA_ROTERROR:
+ return PyFloat_FromDouble(constraint->rot_error);
+ case BCA_TARGET:
+ if (!self->m_target)
+ Py_RETURN_NONE;
+ else
+ return self->m_target->GetProxy();
+ case BCA_SUBTARGET:
+ if (!self->m_subtarget)
+ Py_RETURN_NONE;
+ else
+ return self->m_subtarget->GetProxy();
+ case BCA_ACTIVE:
+ return PyBool_FromLong(constraint->flag & CONSTRAINT_OFF);
+ case BCA_IKWEIGHT:
+ case BCA_IKTYPE:
+ case BCA_IKFLAG:
+ case BCA_IKDIST:
+ case BCA_IKMODE:
+ if (!ikconstraint) {
+ PyErr_SetString(PyExc_AttributeError, "constraint is not of IK type");
+ return NULL;
+ }
+ switch (attr_order) {
+ case BCA_IKWEIGHT:
+ return PyFloat_FromDouble((ikconstraint)?ikconstraint->weight:0.0);
+ case BCA_IKTYPE:
+ return PyLong_FromLong(ikconstraint->type);
+ case BCA_IKFLAG:
+ return PyLong_FromLong(ikconstraint->flag);
+ case BCA_IKDIST:
+ return PyFloat_FromDouble(ikconstraint->dist);
+ case BCA_IKMODE:
+ return PyLong_FromLong(ikconstraint->mode);
+ }
+ // should not come here
+ break;
+ }
+ PyErr_SetString(PyExc_AttributeError, "constraint unknown attribute");
+ return NULL;
+}
+
+int BL_ArmatureConstraint::py_attr_setattr(void *self_v, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ BL_ArmatureConstraint* self= static_cast<BL_ArmatureConstraint*>(self_v);
+ bConstraint* constraint = self->m_constraint;
+ bKinematicConstraint* ikconstraint = (constraint && constraint->type == CONSTRAINT_TYPE_KINEMATIC) ? (bKinematicConstraint*)constraint->data : NULL;
+ int attr_order = attrdef-Attributes;
+ int ival;
+ double dval;
+ char* sval;
+ KX_GameObject *oval;
+
+ if (!constraint) {
+ PyErr_SetString(PyExc_AttributeError, "constraint is NULL");
+ return PY_SET_ATTR_FAIL;
+ }
+
+ switch (attr_order) {
+ case BCA_ENFORCE:
+ dval = PyFloat_AsDouble(value);
+ if (dval < 0.0f || dval > 1.0f) { /* also accounts for non float */
+ PyErr_SetString(PyExc_AttributeError, "constraint.enforce = float: BL_ArmatureConstraint, expected a float between 0 and 1");
+ return PY_SET_ATTR_FAIL;
+ }
+ constraint->enforce = dval;
+ return PY_SET_ATTR_SUCCESS;
+
+ case BCA_HEADTAIL:
+ dval = PyFloat_AsDouble(value);
+ if (dval < 0.0f || dval > 1.0f) { /* also accounts for non float */
+ PyErr_SetString(PyExc_AttributeError, "constraint.headtail = float: BL_ArmatureConstraint, expected a float between 0 and 1");
+ return PY_SET_ATTR_FAIL;
+ }
+ constraint->headtail = dval;
+ return PY_SET_ATTR_SUCCESS;
+
+ case BCA_TARGET:
+ if (!ConvertPythonToGameObject(value, &oval, true, "constraint.target = value: BL_ArmatureConstraint"))
+ return PY_SET_ATTR_FAIL; // ConvertPythonToGameObject sets the error
+ self->SetTarget(oval);
+ return PY_SET_ATTR_SUCCESS;
+
+ case BCA_SUBTARGET:
+ if (!ConvertPythonToGameObject(value, &oval, true, "constraint.subtarget = value: BL_ArmatureConstraint"))
+ return PY_SET_ATTR_FAIL; // ConvertPythonToGameObject sets the error
+ self->SetSubtarget(oval);
+ return PY_SET_ATTR_SUCCESS;
+
+ case BCA_ACTIVE:
+ ival = PyObject_IsTrue( value );
+ if (ival == -1) {
+ PyErr_SetString(PyExc_AttributeError, "constraint.active = bool: BL_ArmatureConstraint, expected True or False");
+ return PY_SET_ATTR_FAIL;
+ }
+ self->m_constraint->flag = (self->m_constraint->flag & ~CONSTRAINT_OFF) | ((ival)?0:CONSTRAINT_OFF);
+ return PY_SET_ATTR_SUCCESS;
+
+ case BCA_IKWEIGHT:
+ case BCA_IKDIST:
+ case BCA_IKMODE:
+ if (!ikconstraint) {
+ PyErr_SetString(PyExc_AttributeError, "constraint is not of IK type");
+ return PY_SET_ATTR_FAIL;
+ }
+ switch (attr_order) {
+ case BCA_IKWEIGHT:
+ dval = PyFloat_AsDouble(value);
+ if (dval < 0.0f || dval > 1.0f) { /* also accounts for non float */
+ PyErr_SetString(PyExc_AttributeError, "constraint.weight = float: BL_ArmatureConstraint, expected a float between 0 and 1");
+ return PY_SET_ATTR_FAIL;
+ }
+ ikconstraint->weight = dval;
+ return PY_SET_ATTR_SUCCESS;
+
+ case BCA_IKDIST:
+ dval = PyFloat_AsDouble(value);
+ if (dval < 0.0f) { /* also accounts for non float */
+ PyErr_SetString(PyExc_AttributeError, "constraint.ik_dist = float: BL_ArmatureConstraint, expected a positive float");
+ return PY_SET_ATTR_FAIL;
+ }
+ ikconstraint->dist = dval;
+ return PY_SET_ATTR_SUCCESS;
+
+ case BCA_IKMODE:
+ ival = PyLong_AsLong(value);
+ if (ival < 0) {
+ PyErr_SetString(PyExc_AttributeError, "constraint.ik_mode = integer: BL_ArmatureConstraint, expected a positive integer");
+ return PY_SET_ATTR_FAIL;
+ }
+ ikconstraint->mode = ival;
+ return PY_SET_ATTR_SUCCESS;
+ }
+ // should not come here
+ break;
+
+ }
+
+ PyErr_SetString(PyExc_AttributeError, "constraint unknown attribute");
+ return PY_SET_ATTR_FAIL;
+}
+
+#endif // DISABLE_PYTHON
diff --git a/source/gameengine/Converter/BL_ArmatureConstraint.h b/source/gameengine/Converter/BL_ArmatureConstraint.h
new file mode 100644
index 00000000000..c1510b3c56a
--- /dev/null
+++ b/source/gameengine/Converter/BL_ArmatureConstraint.h
@@ -0,0 +1,118 @@
+/**
+ * $Id: BL_ArmatureConstraint.h 23562 2009-09-29 21:42:40Z campbellbarton $
+ *
+ * ***** 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., 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 LICENSE BLOCK *****
+ */
+#ifndef __BL_ARMATURECONSTRAINT
+#define __BL_ARMATURECONSTRAINT
+
+#include "DNA_constraint_types.h"
+#include "GEN_HashedPtr.h"
+#include "GEN_Map.h"
+#include "PyObjectPlus.h"
+
+class SCA_IObject;
+class KX_GameObject;
+class BL_ArmatureObject;
+struct bConstraint;
+struct bPoseChannel;
+struct Object;
+struct bPose;
+
+/**
+ * SG_DList : element of controlled constraint list
+ * head = BL_ArmatureObject::m_controlledConstraints
+ * SG_QList : not used
+ */
+class BL_ArmatureConstraint : public PyObjectPlus
+{
+ Py_Header;
+
+private:
+ struct bConstraint* m_constraint;
+ struct bPoseChannel* m_posechannel;
+ class BL_ArmatureObject* m_armature;
+ char m_name[64];
+ KX_GameObject* m_target;
+ KX_GameObject* m_subtarget;
+ struct Object* m_blendtarget;
+ struct Object* m_blendsubtarget;
+ float m_blendmat[4][4];
+ float m_blendsubmat[4][4];
+ struct bPose* m_pose;
+ struct bPose* m_subpose;
+
+public:
+ BL_ArmatureConstraint(class BL_ArmatureObject *armature,
+ struct bPoseChannel *posechannel,
+ struct bConstraint *constraint,
+ KX_GameObject* target,
+ KX_GameObject* subtarget);
+ virtual ~BL_ArmatureConstraint();
+
+ BL_ArmatureConstraint* GetReplica() const;
+ void ReParent(BL_ArmatureObject* armature);
+ void Relink(GEN_Map<GEN_HashedPtr, void*> *map);
+ bool UnlinkObject(SCA_IObject* clientobj);
+
+ void UpdateTarget();
+ void RestoreTarget();
+
+ bool Match(const char* posechannel, const char* constraint);
+ const char* GetName() { return m_name; }
+
+ void SetConstraintFlag(int flag)
+ {
+ if (m_constraint)
+ m_constraint->flag |= flag;
+ }
+ void ClrConstraintFlag(int flag)
+ {
+ if (m_constraint)
+ m_constraint->flag &= ~flag;
+ }
+ void SetWeight(float weight)
+ {
+ if (m_constraint && m_constraint->type == CONSTRAINT_TYPE_KINEMATIC && m_constraint->data) {
+ bKinematicConstraint* con = (bKinematicConstraint*)m_constraint->data;
+ con->weight = weight;
+ }
+ }
+ void SetTarget(KX_GameObject* target);
+ void SetSubtarget(KX_GameObject* subtarget);
+
+#ifndef DISABLE_PYTHON
+
+ // Python access
+ virtual PyObject* py_repr(void);
+
+ static PyObject* py_attr_getattr(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef);
+ static int py_attr_setattr(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+#endif // DISABLE_PYTHON
+};
+
+#endif //__BL_ARMATURECONSTRAINT
+