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BL_ArmatureObject.cpp « Converter « gameengine « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/**
 * $Id$
 *
 * ***** 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 <config.h>
#endif


BL_ArmatureObject::BL_ArmatureObject(
				void* sgReplicationInfo, 
				SG_Callbacks callbacks, 
				Object *armature )

:	KX_GameObject(sgReplicationInfo,callbacks),
	m_objArma(armature),
	m_mrdPose(NULL),
	m_lastframe(0.0),
	m_activeAct(NULL),
	m_activePriority(999),
	m_lastapplyframe(0.0),
	m_lastapplypose(NULL)
{
	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(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_lastapplyframe == m_lastframe && m_lastapplypose == m_pose)
		return;

	if (m_pose) {
		// copy to armature object
		if (m_objArma->pose != m_pose)/* This should never happen but it does - Campbell */
			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);

		where_is_pose(m_objArma);

		m_lastapplyframe = m_lastframe;
		m_lastapplypose = 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 {
		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 */

	// is this needed anymore?
	//if (!m_mrdPose){
	//	copy_pose (&m_mrdPose, m_pose, 0);
	//}

	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_objArma->pose, 1);
	}
	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)
{
	Object* par_arma = m_objArma;

	ApplyPose();
	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();
}