Think global, act local! The old favorite G.scene gone! Man... that took almost 2 days. Also removed G.curscreen and G.edbo. Not everything could get solved; here's some notes. - modifiers now store current scene in ModifierData. This is not meant for permanent, but it can probably stick there until we cleaned the anim system and depsgraph to cope better with timing issues. - Game engine G.scene should become an argument for staring it. Didn't solve this yet. - Texture nodes should get scene cfra, but the current implementation is too tightly wrapped to do it easily.
213 lines
5.0 KiB
C++
213 lines
5.0 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "BL_ArmatureObject.h"
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#include "BL_ActionActuator.h"
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#include "BLI_blenlib.h"
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#include "BKE_action.h"
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#include "BKE_armature.h"
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#include "GEN_Map.h"
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#include "GEN_HashedPtr.h"
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#include "MEM_guardedalloc.h"
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#include "DNA_action_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_object_types.h"
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#include "MT_Matrix4x4.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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BL_ArmatureObject::BL_ArmatureObject(
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void* sgReplicationInfo,
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SG_Callbacks callbacks,
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Object *armature )
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: KX_GameObject(sgReplicationInfo,callbacks),
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m_objArma(armature),
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m_framePose(NULL),
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m_lastframe(0.0),
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m_activeAct(NULL),
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m_activePriority(999),
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m_lastapplyframe(0.0)
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{
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m_armature = get_armature(m_objArma);
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/* we make a copy of blender object's pose, and then always swap it with
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* the original pose before calling into blender functions, to deal with
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* replica's or other objects using the same blender object */
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m_pose = NULL;
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game_copy_pose(&m_pose, m_objArma->pose);
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}
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CValue* BL_ArmatureObject::GetReplica()
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{
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BL_ArmatureObject* replica = new BL_ArmatureObject(*this);
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// this will copy properties and so on...
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CValue::AddDataToReplica(replica);
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ProcessReplica(replica);
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return replica;
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}
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void BL_ArmatureObject::ProcessReplica(BL_ArmatureObject *replica)
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{
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KX_GameObject::ProcessReplica(replica);
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replica->m_pose = NULL;
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game_copy_pose(&replica->m_pose, m_pose);
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}
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BL_ArmatureObject::~BL_ArmatureObject()
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{
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if (m_pose)
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game_free_pose(m_pose);
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}
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void BL_ArmatureObject::ApplyPose()
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{
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m_armpose = m_objArma->pose;
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m_objArma->pose = m_pose;
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if(m_lastapplyframe != m_lastframe) {
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where_is_pose(NULL, m_objArma); // XXX
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m_lastapplyframe = m_lastframe;
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}
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}
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void BL_ArmatureObject::RestorePose()
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{
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m_objArma->pose = m_armpose;
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m_armpose = NULL;
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}
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void BL_ArmatureObject::SetPose(bPose *pose)
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{
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extract_pose_from_pose(m_pose, pose);
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m_lastapplyframe = -1.0;
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}
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bool BL_ArmatureObject::SetActiveAction(BL_ActionActuator *act, short priority, double curtime)
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{
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if (curtime != m_lastframe){
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m_activePriority = 9999;
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m_lastframe= curtime;
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m_activeAct = NULL;
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// remember the pose at the start of the frame
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m_framePose = m_pose;
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}
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if (priority<=m_activePriority)
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{
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if (priority<m_activePriority)
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// this action overwrites the previous ones, start from initial pose to cancel their effects
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m_pose = m_framePose;
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if (m_activeAct && (m_activeAct!=act))
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m_activeAct->SetBlendTime(0.0); /* Reset the blend timer */
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m_activeAct = act;
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m_activePriority = priority;
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m_lastframe = curtime;
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return true;
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}
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else{
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act->SetBlendTime(0.0);
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return false;
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}
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}
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BL_ActionActuator * BL_ArmatureObject::GetActiveAction()
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{
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return m_activeAct;
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}
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void BL_ArmatureObject::GetPose(bPose **pose)
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{
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/* If the caller supplies a null pose, create a new one. */
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/* Otherwise, copy the armature's pose channels into the caller-supplied pose */
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if (!*pose) {
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/* probably not to good of an idea to
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duplicate everying, but it clears up
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a crash and memory leakage when
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&BL_ActionActuator::m_pose is freed
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*/
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game_copy_pose(pose, m_pose);
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}
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else {
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if (*pose == m_pose)
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// no need to copy if the pointers are the same
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return;
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extract_pose_from_pose(*pose, m_pose);
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}
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}
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void BL_ArmatureObject::GetMRDPose(bPose **pose)
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{
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/* If the caller supplies a null pose, create a new one. */
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/* Otherwise, copy the armature's pose channels into the caller-supplied pose */
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if (!*pose)
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game_copy_pose(pose, m_pose);
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else
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extract_pose_from_pose(*pose, m_pose);
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}
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short BL_ArmatureObject::GetActivePriority()
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{
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return m_activePriority;
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}
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double BL_ArmatureObject::GetLastFrame()
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{
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return m_lastframe;
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}
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bool BL_ArmatureObject::GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix)
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{
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bPoseChannel *pchan;
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ApplyPose();
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pchan = get_pose_channel(m_objArma->pose, bone->name);
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if(pchan)
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matrix.setValue(&pchan->pose_mat[0][0]);
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RestorePose();
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return (pchan != NULL);
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}
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float BL_ArmatureObject::GetBoneLength(Bone* bone) const
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{
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return (float)(MT_Point3(bone->head) - MT_Point3(bone->tail)).length();
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}
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