/** * $Id$ * * ***** 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 "DNA_scene_types.h" #include "MT_Matrix4x4.h" #ifdef HAVE_CONFIG_H #include #endif BL_ArmatureObject::BL_ArmatureObject( void* sgReplicationInfo, SG_Callbacks callbacks, 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), m_activePriority(999), m_lastapplyframe(0.0) { m_armature = (bArmature *)armature->data; /* 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; game_copy_pose(&m_pose, m_objArma->pose); } CValue* BL_ArmatureObject::GetReplica() { BL_ArmatureObject* replica = new BL_ArmatureObject(*this); replica->ProcessReplica(); return replica; } void BL_ArmatureObject::ProcessReplica() { bPose *pose= m_pose; KX_GameObject::ProcessReplica(); m_pose = NULL; game_copy_pose(&m_pose, pose); } BL_ArmatureObject::~BL_ArmatureObject() { if (m_pose) game_free_pose(m_pose); } 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(m_scene, m_objArma); // XXX m_lastapplyframe = m_lastframe; } } void BL_ArmatureObject::RestorePose() { m_objArma->pose = m_armpose; m_armpose = NULL; } void BL_ArmatureObject::SetPose(bPose *pose) { extract_pose_from_pose(m_pose, pose); m_lastapplyframe = -1.0; } bool BL_ArmatureObject::SetActiveAction(BL_ActionActuator *act, short priority, double curtime) { if (curtime != m_lastframe){ 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 (prioritySetBlendTime(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 */ game_copy_pose(pose, m_pose); } else { if (*pose == m_pose) // no need to copy if the pointers are the same return; 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 */ if (!*pose) game_copy_pose(pose, m_pose); else extract_pose_from_pose(*pose, m_pose); } short BL_ArmatureObject::GetActivePriority() { return m_activePriority; } double BL_ArmatureObject::GetLastFrame() { return m_lastframe; } bool BL_ArmatureObject::GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix) { bPoseChannel *pchan; ApplyPose(); pchan = get_pose_channel(m_objArma->pose, bone->name); if(pchan) matrix.setValue(&pchan->pose_mat[0][0]); RestorePose(); return (pchan != NULL); } float BL_ArmatureObject::GetBoneLength(Bone* bone) const { return (float)(MT_Point3(bone->head) - MT_Point3(bone->tail)).length(); }