5d0a207ecb
blocks that were previously missed; and b) greatly increase my ohloh stats!
152 lines
4.1 KiB
C++
152 lines
4.1 KiB
C++
/**
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* $Id$
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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 <iostream>
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#include "KX_SG_BoneParentNodeRelationship.h"
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#include "MT_Matrix4x4.h"
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#include "BL_ArmatureObject.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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/**
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* Implementation of classes defined in KX_SG_BoneParentNodeRelationship.h
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*/
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/**
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* first of all KX_SG_BoneParentRelation
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*/
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KX_BoneParentRelation *
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KX_BoneParentRelation::
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New(Bone* bone
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) {
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return new KX_BoneParentRelation(bone);
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}
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bool
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KX_BoneParentRelation::
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UpdateChildCoordinates(
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SG_Spatial * child,
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const SG_Spatial * parent
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){
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MT_assert(child != NULL);
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// This way of accessing child coordinates is a bit cumbersome
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// be nice to have non constant reference access to these values.
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const MT_Vector3 & child_scale = child->GetLocalScale();
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const MT_Point3 & child_pos = child->GetLocalPosition();
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const MT_Matrix3x3 & child_rotation = child->GetLocalOrientation();
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// the childs world locations which we will update.
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MT_Vector3 child_w_scale;
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MT_Point3 child_w_pos;
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MT_Matrix3x3 child_w_rotation;
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bool valid_parent_transform = false;
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if (parent)
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{
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const BL_ArmatureObject *armature = (const BL_ArmatureObject*)(parent->GetSGClientObject());
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if (armature)
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{
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MT_Matrix4x4 parent_matrix;
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if (armature->GetBoneMatrix(m_bone, parent_matrix))
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{
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// Get the child's transform, and the bone matrix.
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MT_Matrix4x4 child_transform (
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MT_Transform(child_pos + MT_Vector3(0.0, armature->GetBoneLength(m_bone), 0.0),
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child_rotation.scaled(
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child_scale[0],
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child_scale[1],
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child_scale[2])));
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// The child's world transform is parent * child
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parent_matrix = parent->GetWorldTransform() * parent_matrix;
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child_transform = parent_matrix * child_transform;
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// Recompute the child transform components from the transform.
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child_w_scale = MT_Vector3(
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MT_Vector3(child_transform[0][0], child_transform[0][1], child_transform[0][2]).length(),
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MT_Vector3(child_transform[1][0], child_transform[1][1], child_transform[1][2]).length(),
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MT_Vector3(child_transform[2][0], child_transform[2][1], child_transform[2][2]).length());
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child_w_rotation = MT_Matrix3x3(child_transform[0][0], child_transform[0][1], child_transform[0][2],
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child_transform[1][0], child_transform[1][1], child_transform[1][2],
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child_transform[2][0], child_transform[2][1], child_transform[2][2]);
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child_w_rotation.scale(1.0/child_w_scale[0], 1.0/child_w_scale[1], 1.0/child_w_scale[2]);
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child_w_pos = MT_Point3(child_transform[0][3], child_transform[1][3], child_transform[2][3]);
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valid_parent_transform = true;
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}
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}
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}
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if (!valid_parent_transform)
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{
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child_w_scale = child_scale;
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child_w_pos = child_pos;
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child_w_rotation = child_rotation;
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}
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child->SetWorldScale(child_w_scale);
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child->SetWorldPosition(child_w_pos);
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child->SetWorldOrientation(child_w_rotation);
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return valid_parent_transform;
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}
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SG_ParentRelation *
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KX_BoneParentRelation::
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NewCopy(
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){
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KX_BoneParentRelation* bone_parent = new KX_BoneParentRelation(m_bone);
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return bone_parent;
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}
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KX_BoneParentRelation::
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~KX_BoneParentRelation(
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){
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//nothing to do
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}
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KX_BoneParentRelation::
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KX_BoneParentRelation(Bone* bone
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)
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: m_bone(bone)
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{
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// nothing to do
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}
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