From 9064ed8d6aa934dedc4b344e328566a8549371f6 Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Wed, 17 Sep 2008 01:29:54 +0000 Subject: Fix for bug #4192: game engine armatures that are dynamically added but don't have an action got the pose of already added armatures, even though they're not related. This also fixes an issue where the armature in Blender would end up in the pose from the game after ESC, removes unneeded copies made during armature evaluation, and also solves the constraint copying hack. --- source/gameengine/Converter/BL_ActionActuator.cpp | 6 +-- source/gameengine/Converter/BL_ArmatureObject.cpp | 47 ++++++++--------------- source/gameengine/Converter/BL_ArmatureObject.h | 3 +- source/gameengine/Converter/BL_ShapeDeformer.cpp | 4 ++ source/gameengine/Converter/BL_SkinDeformer.cpp | 2 + 5 files changed, 28 insertions(+), 34 deletions(-) (limited to 'source/gameengine/Converter') diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp index b8514e33127..c08427c6d27 100644 --- a/source/gameengine/Converter/BL_ActionActuator.cpp +++ b/source/gameengine/Converter/BL_ActionActuator.cpp @@ -59,11 +59,11 @@ BL_ActionActuator::~BL_ActionActuator() { if (m_pose) - free_pose(m_pose); + game_free_pose(m_pose); if (m_userpose) - free_pose(m_userpose); + game_free_pose(m_userpose); if (m_blendpose) - free_pose(m_blendpose); + game_free_pose(m_blendpose); } void BL_ActionActuator::ProcessReplica(){ diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp index bf774bf7568..d2001212f7d 100644 --- a/source/gameengine/Converter/BL_ArmatureObject.cpp +++ b/source/gameengine/Converter/BL_ArmatureObject.cpp @@ -45,7 +45,6 @@ #include #endif - BL_ArmatureObject::BL_ArmatureObject( void* sgReplicationInfo, SG_Callbacks callbacks, @@ -65,7 +64,7 @@ BL_ArmatureObject::BL_ArmatureObject( * 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 */); + game_copy_pose(&m_pose, m_objArma->pose); } CValue* BL_ArmatureObject::GetReplica() @@ -84,32 +83,30 @@ 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 */); + game_copy_pose(&replica->m_pose, m_pose); } BL_ArmatureObject::~BL_ArmatureObject() { if (m_pose) - free_pose(m_pose); + game_free_pose(m_pose); } -bool BL_ArmatureObject::VerifyPose() +void BL_ArmatureObject::ApplyPose() { + m_armpose = m_objArma->pose; + m_objArma->pose = 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() +void BL_ArmatureObject::RestorePose() { - if(VerifyPose()) - extract_pose_from_pose(m_objArma->pose, m_pose); + m_objArma->pose = m_armpose; + m_armpose = NULL; } void BL_ArmatureObject::SetPose(bPose *pose) @@ -164,8 +161,7 @@ void BL_ArmatureObject::GetPose(bPose **pose) a crash and memory leakage when &BL_ActionActuator::m_pose is freed */ - int copy_constraint_channels_hack = 1; - copy_pose(pose, m_pose, copy_constraint_channels_hack); + game_copy_pose(pose, m_pose); } else { if (*pose == m_pose) @@ -181,17 +177,10 @@ 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 */ - 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_pose, 1); - } - else { + if (!*pose) + game_copy_pose(pose, m_pose); + else extract_pose_from_pose(*pose, m_pose); - } - } short BL_ArmatureObject::GetActivePriority() @@ -210,13 +199,11 @@ bool BL_ArmatureObject::GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix) ApplyPose(); pchan = get_pose_channel(m_objArma->pose, bone->name); - - if(pchan) { + if(pchan) matrix.setValue(&pchan->pose_mat[0][0]); - return true; - } + RestorePose(); - return false; + return (pchan != NULL); } float BL_ArmatureObject::GetBoneLength(Bone* bone) const diff --git a/source/gameengine/Converter/BL_ArmatureObject.h b/source/gameengine/Converter/BL_ArmatureObject.h index 6f2c0d2f4c9..d68e37d9e37 100644 --- a/source/gameengine/Converter/BL_ArmatureObject.h +++ b/source/gameengine/Converter/BL_ArmatureObject.h @@ -61,7 +61,7 @@ public: void SetPose (struct bPose *pose); void ApplyPose(); - bool VerifyPose(); + void RestorePose(); bool SetActiveAction(class BL_ActionActuator *act, short priority, double curtime); @@ -82,6 +82,7 @@ protected: Object *m_objArma; struct bArmature *m_armature; struct bPose *m_pose; + struct bPose *m_armpose; struct bPose *m_framePose; double m_lastframe; class BL_ActionActuator *m_activeAct; diff --git a/source/gameengine/Converter/BL_ShapeDeformer.cpp b/source/gameengine/Converter/BL_ShapeDeformer.cpp index 236cd1a6667..dfd33e45fef 100644 --- a/source/gameengine/Converter/BL_ShapeDeformer.cpp +++ b/source/gameengine/Converter/BL_ShapeDeformer.cpp @@ -109,6 +109,7 @@ bool BL_ShapeDeformer::ExecuteShapeDrivers(void) vector::iterator it; void *poin; int type; + // the shape drivers use the bone matrix as input. Must // update the matrix now m_armobj->ApplyPose(); @@ -121,7 +122,10 @@ bool BL_ShapeDeformer::ExecuteShapeDrivers(void) if (poin) write_ipo_poin(poin, type, icu->curval); } + ForceUpdate(); + m_armobj->RestorePose(); + return true; } return false; diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp index d8e7a9cdadf..b7b39ad7fbf 100644 --- a/source/gameengine/Converter/BL_SkinDeformer.cpp +++ b/source/gameengine/Converter/BL_SkinDeformer.cpp @@ -197,6 +197,8 @@ bool BL_SkinDeformer::Update(void) /* Update the current frame */ m_lastArmaUpdate=m_armobj->GetLastFrame(); + m_armobj->RestorePose(); + /* indicate that the m_transverts and normals are up to date */ return true; } -- cgit v1.2.3