forked from bartvdbraak/blender
c3041ae7cd
- when C++ uses guardedalloc SYS_DeleteSystem was called after MEM_printmemlist(), making it look like there was a leak.
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 "DNA_scene_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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Scene *scene)
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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_scene(scene), // maybe remove later. needed for where_is_pose
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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 = (bArmature *)armature->data;
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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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replica->ProcessReplica();
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return replica;
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}
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void BL_ArmatureObject::ProcessReplica()
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{
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bPose *pose= m_pose;
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KX_GameObject::ProcessReplica();
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m_pose = NULL;
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game_copy_pose(&m_pose, 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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//m_scene->r.cfra++;
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if(m_lastapplyframe != m_lastframe) {
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where_is_pose(m_scene, 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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