/** * $Id$ * * ***** 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 "BL_ArmatureObject.h" #include "BL_ActionActuator.h" #include "BLI_blenlib.h" #include "BKE_action.h" #include "BKE_armature.h" #include "GEN_Map.h" #include "GEN_HashedPtr.h" #include "MEM_guardedalloc.h" #include "DNA_action_types.h" #include "DNA_armature_types.h" #include "DNA_object_types.h" #include "MT_Matrix4x4.h" #ifdef HAVE_CONFIG_H #include #endif BL_ArmatureObject::BL_ArmatureObject( void* sgReplicationInfo, SG_Callbacks callbacks, Object *armature ) : KX_GameObject(sgReplicationInfo,callbacks), m_objArma(armature), m_mrdPose(NULL), m_lastframe(0.), m_activeAct(NULL), m_activePriority(999) { m_armature = get_armature(m_objArma); m_pose = m_objArma->pose; } CValue* BL_ArmatureObject::GetReplica() { BL_ArmatureObject* replica = new BL_ArmatureObject(*this); // this will copy properties and so on... CValue::AddDataToReplica(replica); ProcessReplica(replica); return replica; } void BL_ArmatureObject::ProcessReplica(BL_ArmatureObject *replica) { KX_GameObject::ProcessReplica(replica); } BL_ArmatureObject::~BL_ArmatureObject() { if (m_mrdPose){ free_pose_channels(m_mrdPose); MEM_freeN(m_mrdPose); } } /* 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() { if (m_pose){ // copy to armature object 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); } } void BL_ArmatureObject::SetPose(bPose *pose) { m_pose = pose; } bool BL_ArmatureObject::SetActiveAction(BL_ActionActuator *act, short priority, double curtime) { if (curtime != m_lastframe){ m_activePriority = 9999; m_lastframe= curtime; m_activeAct = NULL; } if (priority<=m_activePriority) { if (m_activeAct && (m_activeAct!=act)) m_activeAct->SetBlendTime(0.0); /* Reset the blend timer */ m_activeAct = act; m_activePriority = priority; m_lastframe = curtime; return true; } else{ act->SetBlendTime(0.0); return false; } } BL_ActionActuator * BL_ArmatureObject::GetActiveAction() { return m_activeAct; } void BL_ArmatureObject::GetPose(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) { /* probably not to good of an idea to duplicate everying, but it clears up 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); } else extract_pose_from_pose(*pose, m_pose); } 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) copy_pose(pose, m_objArma->pose, 0); else extract_pose_from_pose(*pose, m_objArma->pose); } short BL_ArmatureObject::GetActivePriority() { return m_activePriority; } double BL_ArmatureObject::GetLastFrame() { return m_lastframe; } bool BL_ArmatureObject::GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix) const { Object* par_arma = m_objArma; where_is_pose(par_arma); bPoseChannel *pchan= get_pose_channel(par_arma->pose, bone->name); if(pchan) { matrix.setValue(&pchan->pose_mat[0][0]); return true; } return false; } float BL_ArmatureObject::GetBoneLength(Bone* bone) const { return (float)(MT_Point3(bone->head) - MT_Point3(bone->tail)).length(); }