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/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL 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.),
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)
copy_pose(pose, m_pose, 0);
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
{
// ton hack
bPoseChannel *pchan= get_pose_channel(m_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();
}
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