2011-02-22 10:33:14 +00:00
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/*
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2002-10-12 11:37:38 +00:00
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* $Id$
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*
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2008-04-16 22:40:48 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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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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2008-04-16 22:40:48 +00:00
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* of the License, or (at your option) any later version.
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2002-10-12 11:37:38 +00:00
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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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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2002-10-12 11:37:38 +00:00
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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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2008-04-16 22:40:48 +00:00
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* ***** END GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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*/
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2011-02-22 10:33:14 +00:00
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/** \file BL_ArmatureObject.h
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* \ingroup bgeconv
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*/
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2002-10-12 11:37:38 +00:00
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#ifndef BL_ARMATUREOBJECT
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#define BL_ARMATUREOBJECT
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#include "KX_GameObject.h"
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2009-09-24 21:22:24 +00:00
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#include "BL_ArmatureConstraint.h"
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#include "BL_ArmatureChannel.h"
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2002-10-12 11:37:38 +00:00
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#include "SG_IObject.h"
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2009-09-24 21:22:24 +00:00
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#include <vector>
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#include <algorithm>
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2002-10-12 11:37:38 +00:00
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2005-04-23 11:36:44 +00:00
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struct bArmature;
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struct Bone;
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2009-09-24 21:22:24 +00:00
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struct bConstraint;
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2002-10-12 11:37:38 +00:00
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class BL_ActionActuator;
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2009-09-24 21:22:24 +00:00
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class BL_ArmatureActuator;
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2005-04-23 11:36:44 +00:00
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class MT_Matrix4x4;
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2006-01-06 03:46:54 +00:00
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struct Object;
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2009-09-24 21:22:24 +00:00
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class KX_BlenderSceneConverter;
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2002-10-12 11:37:38 +00:00
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class BL_ArmatureObject : public KX_GameObject
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{
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2009-09-24 21:22:24 +00:00
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Py_Header;
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2002-10-12 11:37:38 +00:00
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public:
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2009-09-24 21:22:24 +00:00
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2002-10-12 11:37:38 +00:00
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double GetLastFrame ();
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short GetActivePriority();
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2009-06-08 20:08:19 +00:00
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virtual void ProcessReplica();
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2009-09-24 21:22:24 +00:00
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virtual void ReParentLogic();
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2011-05-06 20:18:42 +00:00
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virtual void Relink(CTR_Map<CTR_HashedPtr, void*> *obj_map);
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2009-09-24 21:22:24 +00:00
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virtual bool UnlinkObject(SCA_IObject* clientobj);
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2002-10-12 11:37:38 +00:00
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class BL_ActionActuator * GetActiveAction();
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2006-01-06 03:46:54 +00:00
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BL_ArmatureObject(
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void* sgReplicationInfo,
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SG_Callbacks callbacks,
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2009-06-16 20:38:18 +00:00
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Object *armature,
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2011-07-26 06:10:05 +00:00
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Scene *scene,
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int vert_deform_type
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2006-01-06 03:46:54 +00:00
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);
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virtual ~BL_ArmatureObject();
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2002-10-12 11:37:38 +00:00
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2006-01-06 03:46:54 +00:00
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virtual CValue* GetReplica();
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void GetMRDPose(struct bPose **pose);
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void GetPose(struct bPose **pose);
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2002-10-12 11:37:38 +00:00
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void SetPose (struct bPose *pose);
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2009-06-17 09:42:04 +00:00
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struct bPose *GetOrigPose() {return m_pose;} // never edit this, only for accessing names
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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2002-10-12 11:37:38 +00:00
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void ApplyPose();
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2008-09-17 01:29:54 +00:00
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void RestorePose();
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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2002-10-12 11:37:38 +00:00
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bool SetActiveAction(class BL_ActionActuator *act, short priority, double curtime);
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2005-04-23 11:36:44 +00:00
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struct bArmature * GetArmature() { return m_armature; }
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const struct bArmature * GetArmature() const { return m_armature; }
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2009-06-16 20:38:18 +00:00
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const struct Scene * GetScene() const { return m_scene; }
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2005-04-23 11:36:44 +00:00
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2006-01-06 03:46:54 +00:00
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Object* GetArmatureObject() {return m_objArma;}
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2011-07-26 06:10:05 +00:00
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int GetVertDeformType() {return m_vert_deform_type;}
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2009-09-24 21:22:24 +00:00
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// for constraint python API
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void LoadConstraints(KX_BlenderSceneConverter* converter);
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size_t GetConstraintNumber() const { return m_constraintNumber; }
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BL_ArmatureConstraint* GetConstraint(const char* posechannel, const char* constraint);
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BL_ArmatureConstraint* GetConstraint(const char* posechannelconstraint);
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BL_ArmatureConstraint* GetConstraint(int index);
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// for pose channel python API
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void LoadChannels();
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2010-08-25 09:25:11 +00:00
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size_t GetChannelNumber() const { return m_channelNumber; }
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2009-09-24 21:22:24 +00:00
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BL_ArmatureChannel* GetChannel(bPoseChannel* channel);
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BL_ArmatureChannel* GetChannel(const char* channel);
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BL_ArmatureChannel* GetChannel(int index);
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2005-04-23 11:36:44 +00:00
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/// Retrieve the pose matrix for the specified bone.
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/// Returns true on success.
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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bool GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix);
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2005-04-23 11:36:44 +00:00
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/// Returns the bone length. The end of the bone is in the local y direction.
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float GetBoneLength(Bone* bone) const;
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2002-10-12 11:37:38 +00:00
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2006-05-11 17:58:23 +00:00
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virtual int GetGameObjectType() { return OBJ_ARMATURE; }
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2009-09-24 21:22:24 +00:00
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2010-10-31 04:11:39 +00:00
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#ifdef WITH_PYTHON
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2009-09-29 21:42:40 +00:00
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2009-09-24 21:22:24 +00:00
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// PYTHON
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static PyObject* pyattr_get_constraints(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject* pyattr_get_channels(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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KX_PYMETHOD_DOC_NOARGS(BL_ArmatureObject, update);
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2010-10-31 04:11:39 +00:00
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#endif // WITH_PYTHON
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2009-09-29 21:42:40 +00:00
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2002-10-12 11:37:38 +00:00
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protected:
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2009-09-24 21:22:24 +00:00
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/* list element: BL_ArmatureConstraint. Use SG_DListHead to have automatic list replication */
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SG_DListHead<BL_ArmatureConstraint> m_controlledConstraints;
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/* list element: BL_ArmatureChannel. Use SG_DList to avoid list replication */
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SG_DList m_poseChannels;
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2006-01-06 03:46:54 +00:00
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Object *m_objArma;
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2002-10-12 11:37:38 +00:00
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struct bArmature *m_armature;
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struct bPose *m_pose;
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2008-09-17 01:29:54 +00:00
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struct bPose *m_armpose;
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2008-08-31 21:53:39 +00:00
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struct bPose *m_framePose;
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2009-06-16 20:38:18 +00:00
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struct Scene *m_scene; // need for where_is_pose
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2002-10-12 11:37:38 +00:00
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double m_lastframe;
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2009-09-24 21:22:24 +00:00
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double m_timestep; // delta since last pose evaluation.
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2002-10-12 11:37:38 +00:00
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class BL_ActionActuator *m_activeAct;
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short m_activePriority;
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2011-07-26 06:10:05 +00:00
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int m_vert_deform_type;
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2009-09-24 21:22:24 +00:00
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size_t m_constraintNumber;
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size_t m_channelNumber;
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// store the original armature object matrix
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float m_obmat[4][4];
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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double m_lastapplyframe;
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2002-10-12 11:37:38 +00:00
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};
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2009-09-24 21:22:24 +00:00
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/* Pose function specific to the game engine */
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2011-07-03 01:59:17 +00:00
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void game_blend_poses(struct bPose *dst, struct bPose *src, float srcweight/*, short mode*/); /* was blend_poses */
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2009-09-24 21:22:24 +00:00
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//void extract_pose_from_pose(struct bPose *pose, const struct bPose *src);
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void game_copy_pose(struct bPose **dst, struct bPose *src, int copy_con);
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void game_free_pose(struct bPose *pose);
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2002-10-12 11:37:38 +00:00
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#endif
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