1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 "BL_ArmatureActuator.h"
#include "BL_ArmatureObject.h"
#include "BLI_math.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
|