blender/source/gameengine/Converter/BL_ArmatureObject.cpp

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/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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.
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*
* 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 *****
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*/
#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"
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#include "DNA_armature_types.h"
#include "DNA_object_types.h"
#include "MT_Matrix4x4.h"
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#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_framePose(NULL),
m_lastframe(0.0),
m_activeAct(NULL),
m_activePriority(999),
m_lastapplyframe(0.0)
{
m_armature = get_armature(m_objArma);
/* we make a copy of blender object's pose, and then always swap it with
* the original pose before calling into blender functions, to deal with
* replica's or other objects using the same blender object */
m_pose = NULL;
game_copy_pose(&m_pose, m_objArma->pose);
}
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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);
replica->m_pose = NULL;
game_copy_pose(&replica->m_pose, m_pose);
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}
BL_ArmatureObject::~BL_ArmatureObject()
{
if (m_pose)
game_free_pose(m_pose);
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}
void BL_ArmatureObject::ApplyPose()
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{
m_armpose = m_objArma->pose;
m_objArma->pose = m_pose;
if(m_lastapplyframe != m_lastframe) {
where_is_pose(m_objArma);
m_lastapplyframe = m_lastframe;
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}
}
void BL_ArmatureObject::RestorePose()
{
m_objArma->pose = m_armpose;
m_armpose = NULL;
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}
void BL_ArmatureObject::SetPose(bPose *pose)
{
extract_pose_from_pose(m_pose, pose);
m_lastapplyframe = -1.0;
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}
bool BL_ArmatureObject::SetActiveAction(BL_ActionActuator *act, short priority, double curtime)
{
if (curtime != m_lastframe){
m_activePriority = 9999;
m_lastframe= curtime;
m_activeAct = NULL;
// remember the pose at the start of the frame
m_framePose = m_pose;
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}
if (priority<=m_activePriority)
{
if (priority<m_activePriority)
// this action overwrites the previous ones, start from initial pose to cancel their effects
m_pose = m_framePose;
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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 */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
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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
*/
game_copy_pose(pose, m_pose);
}
else {
if (*pose == m_pose)
// no need to copy if the pointers are the same
return;
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
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extract_pose_from_pose(*pose, m_pose);
}
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}
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 */
if (!*pose)
game_copy_pose(pose, m_pose);
else
extract_pose_from_pose(*pose, m_pose);
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}
short BL_ArmatureObject::GetActivePriority()
{
return m_activePriority;
}
double BL_ArmatureObject::GetLastFrame()
{
return m_lastframe;
}
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bool BL_ArmatureObject::GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix)
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{
bPoseChannel *pchan;
ApplyPose();
pchan = get_pose_channel(m_objArma->pose, bone->name);
if(pchan)
matrix.setValue(&pchan->pose_mat[0][0]);
RestorePose();
return (pchan != NULL);
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}
float BL_ArmatureObject::GetBoneLength(Bone* bone) const
{
return (float)(MT_Point3(bone->head) - MT_Point3(bone->tail)).length();
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}