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-rw-r--r--source/gameengine/Converter/BL_ActionActuator.cpp30
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.cpp9
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.h5
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp3
-rw-r--r--source/gameengine/Converter/KX_BlenderScalarInterpolator.cpp2
5 files changed, 42 insertions, 7 deletions
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
index 0c7b99df387..131d48aed4f 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -57,6 +57,13 @@
#include <config.h>
#endif
+extern "C" {
+#include "BKE_animsys.h"
+#include "BKE_action.h"
+#include "RNA_access.h"
+#include "RNA_define.h"
+}
+
BL_ActionActuator::~BL_ActionActuator()
{
if (m_pose)
@@ -360,10 +367,31 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
/* Get the underlying pose from the armature */
obj->GetPose(&m_pose);
-
+
+// 2.4x function,
/* Override the necessary channels with ones from the action */
// XXX extract_pose_from_action(m_pose, m_action, m_localtime);
+
+
+// 2.5x - replacement for extract_pose_from_action(...) above.
+ {
+ struct PointerRNA id_ptr;
+ Object *arm= obj->GetArmatureObject();
+ bPose *pose_back= arm->pose;
+
+ arm->pose= m_pose;
+ RNA_id_pointer_create((ID *)arm, &id_ptr);
+ animsys_evaluate_action(&id_ptr, m_action, NULL, m_localtime);
+
+ arm->pose= pose_back;
+
+// 2.5x - could also do this but looks too high level, constraints use this, it works ok.
+// Object workob; /* evaluate using workob */
+// what_does_obaction((Scene *)obj->GetScene(), obj->GetArmatureObject(), &workob, m_pose, m_action, NULL, m_localtime);
+ }
+ // done getting the pose from the action
+
/* Perform the user override (if any) */
if (m_userpose){
extract_pose_from_pose(m_pose, m_userpose);
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp
index 6fc5c40d570..f8a9b1b637f 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.cpp
+++ b/source/gameengine/Converter/BL_ArmatureObject.cpp
@@ -38,6 +38,7 @@
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_object_types.h"
+#include "DNA_scene_types.h"
#include "MT_Matrix4x4.h"
@@ -48,10 +49,12 @@
BL_ArmatureObject::BL_ArmatureObject(
void* sgReplicationInfo,
SG_Callbacks callbacks,
- Object *armature )
+ Object *armature,
+ Scene *scene)
: KX_GameObject(sgReplicationInfo,callbacks),
m_objArma(armature),
+ m_scene(scene), // maybe remove later. needed for where_is_pose
m_framePose(NULL),
m_lastframe(0.0),
m_activeAct(NULL),
@@ -93,9 +96,9 @@ void BL_ArmatureObject::ApplyPose()
{
m_armpose = m_objArma->pose;
m_objArma->pose = m_pose;
-
+ //m_scene->r.cfra++;
if(m_lastapplyframe != m_lastframe) {
- where_is_pose(NULL, m_objArma); // XXX
+ where_is_pose(m_scene, m_objArma); // XXX
m_lastapplyframe = m_lastframe;
}
}
diff --git a/source/gameengine/Converter/BL_ArmatureObject.h b/source/gameengine/Converter/BL_ArmatureObject.h
index d5402cfd126..e1e176840a6 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.h
+++ b/source/gameengine/Converter/BL_ArmatureObject.h
@@ -51,7 +51,8 @@ public:
BL_ArmatureObject(
void* sgReplicationInfo,
SG_Callbacks callbacks,
- Object *armature
+ Object *armature,
+ Scene *scene
);
virtual ~BL_ArmatureObject();
@@ -67,6 +68,7 @@ public:
struct bArmature * GetArmature() { return m_armature; }
const struct bArmature * GetArmature() const { return m_armature; }
+ const struct Scene * GetScene() const { return m_scene; }
Object* GetArmatureObject() {return m_objArma;}
@@ -84,6 +86,7 @@ protected:
struct bPose *m_pose;
struct bPose *m_armpose;
struct bPose *m_framePose;
+ struct Scene *m_scene; // need for where_is_pose
double m_lastframe;
class BL_ActionActuator *m_activeAct;
short m_activePriority;
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index c25bdbe71f7..b907e300879 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1795,7 +1795,8 @@ static KX_GameObject *gameobject_from_blenderobject(
gameobj = new BL_ArmatureObject(
kxscene,
KX_Scene::m_callbacks,
- ob // handle
+ ob,
+ blenderscene // handle
);
/* Get the current pose from the armature object and apply it as the rest pose */
break;
diff --git a/source/gameengine/Converter/KX_BlenderScalarInterpolator.cpp b/source/gameengine/Converter/KX_BlenderScalarInterpolator.cpp
index 1ae96350197..20829524558 100644
--- a/source/gameengine/Converter/KX_BlenderScalarInterpolator.cpp
+++ b/source/gameengine/Converter/KX_BlenderScalarInterpolator.cpp
@@ -27,7 +27,7 @@
*/
#include "KX_BlenderScalarInterpolator.h"
-#include "stdio.h"
+
#include <cstring>
extern "C" {